Sunken Empires (PFRPG) PDF

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Lost Worlds and Sunken Mysteries

The life of an adventurer should be full of great daring, and little is more daring than retrieving the sunken treasures of the Underdeep! Sunken Empires is heaped high with glorious new magic, monsters, and rules for lost technology and abolethic horrors, including:

  • History of the Aboleth by David "Zeb" Cook
  • Full Ecology of the Aboleth
  • Glyph magic and seaborne familiars
  • Feats and gear for Net Fighters
  • Lost technology from Lightning Spears to Lemurian Coil Rifles
  • More than 10 new coastal and undersea monsters

Come learn the secrets of the coral drake and the dangers of the goblin shark!

With advice on designing your own lost civilization and hundreds of hooks and story ideas to scatter along the coast for beachcombing adventurers to find, Sunken Empires is one Pathfinder Roleplaying Game sourcebook you don't want to miss.

Sunken Empires fans may also want to check out the Sunken Empires Web Compilation PDF!

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

OPDSEE


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4.30/5 (based on 8 ratings)

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The perfect addition for any sunken city adventure/dungeonpunk style game

5/5

So before I get too deep into this review I want to state that I'm coming at this review from a setting neutral standpoint as someone looking for material that is both mechanically well done and incredibly cool. Any connections this might have to any campaign setting work like Zobeck or kobold's other campaign works and how it integrates into that mythos will not be covered here.

Now with that out of the way lets get on to the review.

In short this might be one of my favorite 3rd party additions of the last 6 months. Seriously if you have any plans to run a game that has anything to do with lost civilizations sunken under the waves ala Atlantis, powerful ancient technology that seems both futuristic and at the same time old (aka archeotech or other past visions of future technology like jules verne, dungeonpunk, steampunk, or industrialpunk), mythos style aquatic abilities linked to some of the oldest cthulhian style monsters in the game (the aboleth), new fighting styles and feats centered around aquatic or semi aquatic campaigns, gear for aquatic or games based largely around, or even a little psychic magic style options or even potential gladiator style fighting options this book is for you. And if you can believe it that's just scratching the surface.

The book starts off with a nice foreword about the creation of the Aboleth, a nice addition and an interesting look at the creation of one of the oldest and most long standing monsters in the table top world. Next there is a wonderful section on ancient sunken civilizations of history including Atlantis, Lemuria, and Mu along with ways to incorporate them or their feel into your own home world from talks about the technology associated with that particular fabled city to discussions on the writers and their associated styles that made those cities stand out from one another, along with various questions meant to get your mind churning on how to create your own great lost city lost to time.

After that we get a nice section of new feats and character options ranging from things like a net & fighter build for fighters to a sea monster domain for clerics and a few awesome new bloodlines up to and including a bloodline that gives you psychic powers that can not only shield you from attacks but let you fling people across rooms and read their minds! That last one has me jonesing for a chance to get into a game that lets me deflect attacks with my mind or have one of my players want to throw down a sorcerer who plays like something akin to a classic telekinetic telepath in a world of magic. This section has even more than this, with options for every core class ranging from rogue talent like options for base classes to whole new archetypes that help acclimate those classes to a campaign more focused on the sea/lost civilizations. On top of that you also have tons of feats to help further that motif with many that would work just as well in campaigns near the ocean as far away (with the trident & net fighting feats really springing to mind).


THE resource for underwater adventuring, unfortunately with minor flaws

4/5

This book/pdf is 82 pages, 1 page front cover (in the dead-tree version blank inside), 1 page editorial/ToC, 1 page advertisement, 1 page SRD, 1 page back cover. That leaves 77 pages of content.

Disclaimer: I was a patron of this project but due to real life, didn't contribute that much to this project.

The pdf is full-color with some b/w artwork here and there, while the dead-tree version is b/w.

The book kicks off with an informative 2-page introduction to the creation of the aboleth as a monster by David "Zeb" Cook, its original creator.

Then, we get a chapter of 8 pages on lost cities in real world myths and legends, namely Atlantis (D'uh), Lemuria and Mu. This chapter also details a sample lost city, Ankeshel and the city of archeaologists, tomb-raiders etc. that spawned from it, Cassadega. 1 page is taken up by an absolutely gorgeous, full-color map of the twin cities. While I didn't care too much for the information on real world empires (most of which I already did know), I loved the Ankeshel-write-up and think that most people may benefit from this chapter.

Chapter 2 deals with pelagic Characters, i.e. characters that are especially competent/adapted to frequent underwater expeditions. (14 pages)
Within, we get a new race, the Maerean (Half-Merfolk), who gets +2 to one ability score, low-light vision, multitalented, keen senses, count as both merfolk and human and are capable of living both in water and on land. This race left me under-whelmed, probably because of my utter hatred of "environmental races", I.e. races that negate environmental perils. HOWEVER: This race does not really negate cold or pressure, so it does not wholly fall into this despised category. We are, thankfully, spared aquatic dwarves and gnomes and the like and instead get some cool and useful bits and pieces: All the classes get alternative class features for pelagic characters. Barbarians get rapid swimming as well as 7 new rage powers. Bards get 3 new bardic performances. Clerics get 5 new domains (Deep, Glyph, Fish, Ocean, Sea Monster). Druids get advice on aquatic animal companions and rapid swimming. Fighters get underwater armor training, a bonus to swim checks and aquatic weapon training. Monks get a new ability for their Ki pool, fast swimming, can prevent animals and magical beasts from attacking them, get more breath, gain "Ki swimming", water walk and later can even turn their body to water. Paladins can use lay on hands to replenish breath and grant weapons the "Wavesplitting" quality as well as get an aquatic mount. Rangers get access to the net-and-trident combat style, can move easier through difficult terrain, get better at killing undersea foes and scent. Rogues get 6 new Rogue Talents and 3 new advanced talents. Sorcerors get3 new bloodlines: Aboleth, Vril and Ocean. The Aboleth and Vril bloodlines count amongst the best bloodlines I've read so far. Wizards get two cool new schools, the glyph school and water school. Both arcane casters can profit from the new familiars presented later in the book.

We also get a bunch of new feats:

Aboleth Spawn - Use acid splash as a spell-like ability
Antiquarian Tinkerer -Use Disable Device to operate ancient technology
Aqualung - Hold breath for extended duration
Artifact Hunter - +2 bonus on Appraise and Knowledge (history) checks
Bioluminescence - Use hypnotism as a spell-like ability
Born to the Water - Increased swim speed; +2 to Con checks
Call Leviathan - Add template to summoned aquatic creature
Castaway - +2 bonus on Knowledge (nature) and Survival checks
Cranial Manipulation - Increase number of Hit Dice affected by enchantment spell
Deep Diver - Decrease damage from cold and pressure
Depth Affinity - Immune to cold/pressure damage
Elemental Connection - Spells cast in water are more powerful
Fisherman’s Eye - +4 bonus on Perception checks underwater
Fish Skin - Heal at double rate when in water
Glyph Familiar - Your familiar also benefits from personal spells
Glyph Reader - +4 bonus to operate ancient technology and magic
Hydromancer - Add water descriptor to prepared spell
Improved Net Fighter - Control entangle opponent as a move action
Agile Netter - Opponents in net are flat-footed
Ioun Stone Bond - choose ioun stone as your bonded item
Leviathan Slayer - +2 to attack/damage against Large aquatic creatures
Like an Eel — Make Acrobatics checks instead of Swim checks
Long Distance Swimmer - +4 bonus to avoid non-lethal damage when swimming
Merchant Adventurer - +2 bonus on Appraise, Diplomacy and Linguistics checks
Net - +2 to DC of check made while entangled
Pattern Glyph - +1 to DC of pattern spells
Quick Brace- wielding a Brace weapon as immediate or swift action
Quick Fold - net Fold a net as a move action
Rebuke Sea Creatures - Channel energy can be used to make aquatic creatures flee
Roil -Channel energy can be used to create area of turbulent water
Rigging Monkey - +2 bonus on Acrobatics and Climb checks
Sea Dog - +2 bonus on Knowledge (geography) and Profession (sailor) checks
Strong Swimmer - Bonus to Swim speed.
Swim-by Attack - attack while swimming
Underwater Caster - +4 on concentration checks to cast spells underwater
Unhampered Casting - Bonus to cast spells underwater without components
Vril Heritage - Use mage hand as a spell-like ability
Water Fighter - No penalty to attack with selected weapon underwater
Waterstep - Briefly walk on water
Waterwise - +2 bonus to Knowledge (nature) and Perception checks
Wave Fighter - Ignore underwater fighting penalties for one weapon group
Will to Live - Use Will save instead of Constitution check to avoid drowning
Metamagic
Englyph Spell - Add glyph spell to other spell
Shielded Spell - No concentration check to cast spell underwater

None of these feats felt over-powered and all have their place and contain their own little stories/information on the characters and even better, come with a little bit of cool fluff at the beginning - Nice! Also: I'd probably take Aqualung just because the name is a nice nod to Jethro Tull. ;P I also liked the new ranger fighting style that could also be used in gladiatorial settings. However, several typos and minor editing mistakes (e.g. "Avoiddrowning"[Sic!]) have went by the proofers here, somewhat impeding my enjoyment of the chapter.

Chapter 3 deals with new aquatic equipment and technology of lost cities. (12 pages). Oh boy. THIS CHAPTER ROCKS!! Big time. You get new armor, weapons and equipment, from seashell armors over diving suits to several new weapons. And you get an awesome smattering of new special & alchemical substances like a stick with an explosive coral at the top or shoggoth polyps. Each of these little items spawned some great idea in my mind and made me want to implement them right now. They are gold, pure and simple. We also get Orichalcum as a new material for weapons, armor, etc. and new lost technology in the form of Ankeshelian Vril weapons and associated equipment. Oh boy do they succeed at making far-out weapons feeling both like technology and yet utterly alien. Their firearms rocks and don't feel at all like gun-powder weapons and for all of you who don't like rifles and the like: They are powered via special vril batteries and you can easily restrict/ ban access to these in your home-game. This is one of the most concisely-written equipment chapters I've ever read. My only gripe here is: I want more!

See product discussion for the continuation of the review, it won't fit here.


Sunken Empires by Open Design

4/5

This product is 82 pages long. It starts with a cover, credits, and ToC. (2 pages) Next it gets into a forward by David “Zeb” Cook about the creation of the Aboleth. (2 pages)

Chapter 1 – Lost Cities of Myths and Legends. (8 pages)
It talks about varies lost cities from real life and stories about them. It gives some details on Atlantis, Lemuria, and Mu. As well as talking about the fantasy lost city of Ankeshell, including a map and brief history of the city.

Chapter 2 – Pelagic Characters (15 pages)
This section talks about races and classes for a campaign set for exploring underwater. It includes a new race Maerean(half merman). Changes to core classes for a campaign focused on this. Including 45 new feats,
New Domains
Deep
Glyph
Fish
Ocean
Sea Monster

New Sorcerer Bloodlines
Aboleth
Ocean
Vril

New Wizard Schools
Glyph
Water

Chapter 3 – Aquatic Equipment and Lost Technology (12 pages)
It starts with Aquatic items 11 new weapons, 8 new armors, 25 new equipment items. Next it moves onto lost Technology 8 new weapons, 3 new armor, 5 new equipment items.

Chapter 4 – Spells and Magic Items (17 pages)
This section has 37 new spells and 42 new magic items and 6 new magic item properties.

Spells by Class
Bard – 7
Cleric – 7
Druid – 15
Sorc/Wiz – 37

Chapter 5 – Sunken Environment (6 pages)
This section is all about how to run campaigns that explore underwater. It has encounter tables, hazards, and advice on how to run campaigns.

Chapter 6 – Creatures of the Deep (17 pages)
This section has 16 new monsters including 3 new familiars, 10 variations of existing monsters, and a ecology of the Aboleth.

It closes with a OGL, 1 page ad, and back cover. (3 pages)

Closing Thoughts. This is very well written the art ranges from good to very good. The layout is nice and it is a pretty book. There is far to much to get into a lot of detail on most of the stuff. The equipment was for the most part good, interesting and fit. Same with the magic items and spells. The history and information about the three real life mythic lost cities while interesting could have easily been left out.

My only real critic is I thought chapter 5 was way to short. What is there is good but a little sparse. I think they could have easily doubled the page count to help GM's out with more information and advice. So while it was a very good book and if you are interested in running a campaign or even a few adventures under the water then it is a good pickup for the price. But it was a little light on GM help to run such a campaign so I am giving it a 4 star review. Good but with a dozen more pages could have been fantastic.


A brilliant supplement for GMs and Players

4/5

These comments pertain to the PDF version.

I must echo the positive elements that are already mentioned in other reviews: LOTS of information regarding undersea and by-the-sea adventuring. Feats, hazards, equipment, spells and magic items will keep GMs and players happy for sessions to come. For the existing races and classes, there is substantial information to add new dimensions and flavor campaigns as individuals see fit. The addition of a new 'half breed' race is also well suited for play, and not just ocean-centric campaigns. The cartography is also masterfully wrought. It seems that the bonus of the PDF is that the map is color.

Two disappointments I would like to highlight: Whilst evocative, the map of Ankeshel/Cassadega would benefit from being of a higher resolution. There is some lovely detail in both the shoreline and the shallows, but is unfortunately lost to pixellation, even at only 125% magnification.
The second thing is a minor quibble: The Open Gaming Content appears quite small and in the case of the bestiary, unusually specific as to what a prospective Third Party Publisher may use. By my reading of Sunken Empires' OGL statement (regarding the Bestiary), it appears that whilst Defense/Offense/Statistics/Tactics/Ecology may be used as OGC, the omission of 'Name' and 'Special Abilities' make me believe that those items be considered Product Identity. I am likely wrong, but my point is that I need clarification after reading the statement.

Despite the negatives being wordy, I have only deducted 1/2 a star for each. I would heartily recommend Sunken Empires to anyone, be they looking for some inspiration for a new campaign or to breathe more life into an existing one, world building, or even just interested in making their next character a little different. 4 out of 5 stars from me.


An RPG Resource Review

5/5

The work opens with a foreword by David 'Zeb' Cook in which he muses on the durability of his invention, the arboleth - a monster with an almost-thirty year history and which features large in this book. Then Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilisations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that's the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.

The legendary civilisations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your charaters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost... until recent discoveries began to bring tantalising glimpses of what once was back into general knowledge. Meanwhile a modern settlement has arisen on top of the ruins to provide a base for adventures.

Chapter 2: Pelagic Characters starts with a new race, the Meareans or half-merfolk, ideally suited to underwater exploration and with a few other ideas to make maerean characters predisposed to wish to explore! The discussion moves on to adapting existing classes to better suit such exploits, basing the adaptations on such concepts as modifications due to being raised or living in coastal areas where great familiarity with the sea would be an advantage. There are new clerical domains, for example, and plenty of water-oriented class skills and new underwater feats.

Next, Chapter 3: Aquatic Equipment and Lost Technology is a heady mix of gear you might use exploring under water and goodies that you might find there. The 'ancient technology' is even more fascinating, and the rationale used in its design is discussed, empowering you to come up with more along the same lines. When you are playing a fantasy game anyway, to come up with concepts that will be 'fantastic' to the CHARACTERS rather than the PLAYERS can be quite a challenge, but one that is well met here. This is followed by Chapter 4: Spells and Magic Items. Most of the spells have some aquatic connection, some are to do with glyphs - wound into the ancient writing of the original denizens of Ankeshel is a system of magic glyphs and some astute spell casters may learn the art of their manipulation. The magic items section concentrates on those which survived the fall of the ancient civilisation, with many suggestions as to how to make these as wondrously strange as the lost technology described earlier.

Chapter 5: The Sunken Environment looks beyond the specific challenges to the sheer wonder and strangeness of adventuring underwater. While players might watch the Discovery channel or be SCUBA divers themselves, it is a wholly new environment to their characters. Likely resources available to adventurers are discussed by level, a handy approach both in planning adventures or when planning to undertake them. This moves on to a look at the various environments from coastal zones to deep depths, detailing precisely what you'll find there, challenges and opportunities alike. Next, Chapter 6: Creatures of the Deep provides some interesting new beasties to populate the depths... and a full-blown ecology of arboleths to complete the chapter, and the book.

More than merely presenting a novel adventure setting, this book sets out to equip the GM with the tools to set his own stamp on what could well become memorable adventures, demonstrating how to create a feeling of wonder even amidst what is already a fantastical alternate reality.


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Contributor

Dark Sasha wrote:
If I had been doing reviews at the time this came out, I guarantee a 5 star review.

You know, Dark Sasha, there aren't any rules saying that reviews are only valid if posted immediately after a product comes out. We'd love to hear your breakdown of Sunken Empires!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Dark Sasha wrote:
Liz Courts wrote:
Print/PDF Bundle now available!

This is a really excellent deal, in my opinion.

If I had been doing reviews at the time this came out, I guarantee a 5 star review. The only thing that keeps it from a 5+ is the barest hint of a really cool adventuring site in the form of a map to a mostly underwater city that isn't discussed much in the text, tantalizingly just out of reach. It is like a diver who can't dive deep enough to reach the gleaming treasure just out of reach in the black of the abyssal deeps beyond.

Do a review you... you know you want too. :)

Scarab Sages

Liz Courts wrote:
Print/PDF Bundle now available!

Awesome! Thanks! *goes off to order*


How does this compare to Alluria Publishing's Cerulean Seas? Is it a replacement or is it more complementary? If you had to choose one to purchase, which one would it be?

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Caedwyr wrote:
How does this compare to Alluria Publishing's Cerulean Seas? Is it a replacement or is it more complementary? If you had to choose one to purchase, which one would it be?

It is a greatly shorter take on the subject (64 pages vs. 288) and heavy on the aboleths, tentacles, and ancient civilizations. Also, very little open content in its mechanics, whereas Cerulean Seas' crunch is all open content.

The Alluria book is just a lot longer and in-depth, but it's focused on a setting of a drowned world while Sunken Empires focuses on, well, sunken civilizations and such as a part of an existing setting. Each book's content is easily used in your games, though.

Contributor

Thank you for your interest in Sunken Empires, Caedwyr! Glad to hear you are considering it. One correction -the book is closer to 80 pages, not 64 -still not anywhere near the wordcount of Cerulean Seas, but a much, much different animal. I encourage you to click on the "Reviews" tab above (or here) and peruse the various reviews there, a few of which give very detailed breakdowns of the book's content. I think you'll see that Sunken Empires is designed as more of a plug-and-play sourcebook, rather than a stand-alone campaign setting, and it is easily adaptable to your campaign no matter what you may be running. Secondly, it is designed more from a perspective of encouraging normally-reluctant PCs to get their feet wet with underwater explorations, rather than a "all-underwater-all-the-time" campaign, so it may or may not suit your needs in that regard.

And, as Kvantum states so succinctly, it is indeed heavy on darker aspect of long-sunken lands, though I can assure you that the open-versus-not-open OGL content of the book is of no consequence to this book's usefulness at the gaming table. Unless you are a publisher planning to reprint the material or hoped to add the content to d20pfsrd, the OGL status of its mechanic material (which is significant) can't possibly have any bearing to your consideration of its purchase and its future usefulness in your games. Frankly, the comment's focus on that aspect are puzzling, and I just don't want that to detract from your consideration. =-)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Brandon Hodge wrote:
And, as Kvantum states so succinctly, it is indeed heavy on darker aspect of long-sunken lands, though I can assure you that the open-versus-not-open OGL content of the book is of no consequence to this book's usefulness at the gaming table. Unless you are a publisher planning to reprint the material or hoped to add the content to d20pfsrd, the OGL status of its mechanic material (which is significant) can't possibly have any bearing to your consideration of its purchase and its future usefulness in your games. Frankly, the comment's focus on that aspect are puzzling, and I just don't want that to detract from your consideration. =-)

Brandon, it's the hypocrisy involved that really gets me. Pathfinder is a game that owes its very existence to the OGL and open content. Kobold Press releases great content for that game... but when it comes to focused releases for terrain types like this or Midgard: Northlands, so much of the crunch is closed content so no other publisher can support it. It's the same kind of thing WotC did. "Here's dozens or hundreds of pages of great new rules crunch except no one else can ever reference it and we'll never support it again so enjoy." It just sees highly counter-intuitive or even hypocritical to me to support a game based on the OGL with non-Open content, as well as self-defeating for Kobold Press as a publisher. How do you maintain long-tail sales of a product? Get its open content mentioned in another publisher's book and increase sales of that older title.

But as you've said, none of that is actually relevant for individual games. Sunken Empires is a great book, just one about 1/3rd as long as the Alluria release, one with a slightly different take on undersea adventuring and what you might find down there.

Contributor

I haven't looked at what's credited as Open Content in either of the books mentioned, but I can say that the Northlands is part of Kobold Press' Midgard Campaign Setting, so setting information would not be Open Content for that reason--just as Golarion isn't Open Content.

Btw, Sunken Empires is a very good book. That Brandon Hodge character can write! But don't tell him I said so. ;-)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Setting fluff is of course closed content. But rules crunch that supports setting fluff is my big issue. From the way I read this book, the majority of chapters 2 through 6 is crunch, but only bits of chapters 4 and 6 are actually Open Content. New feats, class abilities, bloodlines, domains, equipment, all to be found in this book. None of it OGC, though, at least by my reading of the open content designation.

Contributor

I hear you. The subject is honestly above my paygrade, but I know the relevance of the comments are only applicable if Caedwyer is a publisher or a d20pfsrd contributor, and not to the vast majority of the gamer populace. Since he doesn't seem to be either, I'd rather his purchase of my work not be discouraged by someone's opinion of the admittedly obscure politics of Open Design's open content policies


Heh, actually I'm one of the main contributors to d20pfsrd.com with regards to 3rd party publisher content. So the discussion regarding the Open/Closed content has been useful for me. I'll probably pick this up later, but given the amount of overlap with Cerulean Seas mentioned by posters here and the fact that all the game mechanics in said book are Open content, I think I'll hold off pick Sunken Empires up for now.

Thanks for all the comments.

Liberty's Edge

Kvantum wrote:
... so much of the crunch is closed content so no other publisher can support it. How do you maintain long-tail sales of a product? Get its open content mentioned in another publisher's book and increase sales of that older title.

That's not exactly true. If one publisher wants to use some non-OLG content from another publisher's product, they can just ask. It happens often in fact. There are multiple examples of this occurring ... Super Genius Games doing a product of feats for the Spell-less Ranger jumps to mind.

And the publisher that created the non-OGl content can and should continue to support their own material.

Honestly, the average gamer does not care very much how much of a given product is OGL. They just buy it and use it in their games. The average publisher shouldn't really care - 3PP's share all the time, regardless of the OGL.

I do understand, of course, that non-OGL content means that sites like d20pfsrd.com can't post most or all of a product's contents on their site for free ...


Marc Radle wrote:
I do understand, of course, that non-OGL content means that sites like d20pfsrd.com can't post most or all of a product's contents on their site for free ...

Keep in mind, that even if material is Open content, if the publisher doesn't want to see it showing up on d20pfsrd.com, it typically doesn't show up. Take for example, Rite Publishing. For a period, they were not supportive of their Open Content being posted on d20pfsrd.com, and so material from their books by and large was not posted by the major contributors. More recently, they've actually specifically requested that Open content from a number of their books be posted to the site.

The Open/Closed content issue for me is more of a support issue. Open content is available for years to be built off of, used, and made part of games and future design. Closed content has a much shorter shelf life and will likely get rewritten and replaced before too long by another publisher since they can't use the original or can't contact the original publisher who may not be around anymore to approve the deal.

The Exchange Kobold Press

1 person marked this as a favorite.

The weird part of this whole thread is that so much of the Kobold Press content is open, including big swathes of the rules content. Spells, monsters, feats, the Advanced Feats line, the Monsters of Sin line, the Midgard Bestiary: all open content.

Sure, making material open is voluntary, and because most of our releases are adventures or setting books, some of it is closed. But sometimes I get the sense that people are talking past each other.

Given that Sunken Empires declares the spells, magic items, and monsters are open, what other content would you be looking for that isn't open already?

It seems as if Kvantum and Caedwyr are asking that the whole setting be declared open, but I can't figure out why.


I don't actually have the book and was going by Kvantum's comment here: http://paizo.com/products/btpy8ezw/discuss&page=4?Sunken-Empires#158

Kvantum wrote:
Setting fluff is of course closed content. But rules crunch that supports setting fluff is my big issue. From the way I read this book, the majority of chapters 2 through 6 is crunch, but only bits of chapters 4 and 6 are actually Open Content. New feats, class abilities, bloodlines, domains, equipment, all to be found in this book. None of it OGC, though, at least by my reading of the open content designation.

The bolded section especially. I'm not asking that the setting be declared open content, and neither as far as I can tell is Kvantum. Actually I even said that I'll probably pick this book up despite the issues that Kvantum raised as it looks like something I'd be interested in. It's just a bit lower priority on my want list in part because Brandon and Kvantum have said that another top publication has already covered the same game mechanic material (and I already have it). This means I'm more interested in this book for its setting fluff and not as a must-have for running underwater adventures. If my interpretation of these comments is incorrect, I'd love to be corrected.

The Exchange

I've spoken on this many times in the past but I'll summarize my position again. Setting fluff can and SHOULD remain "closed content." It is what makes your world uniquely your world or setting.

However, creating awesome new crunch and then keeping it closed content hurts everyone AND seems against the entire spirit/nature of Pathfinder. You're right in saying that most people probably have no idea or care about this, but we do for obvious reasons, and in truth, we think more people SHOULD care about it.

I've often had to fight the urge to say very negative things about certain publishers or certain products in the past, and sometimes unfortunately gave in to the urge. There was an initial fear I think from some in the industry that we (d20pfsrd.com/similar sites) were a net-negative for their businesses but I think from the many times this subject has come up no one can positively state or prove that their content being on the site has hurt them and many have directly indicated the opposite (and many direct mail us their products to add.) This thread isn't about the merits of being on d20pfsrd.com so let's not get sidetracked on that issue again.

I eventually adopted the attitude that we would strongly support and promote products which strongly support the OGL (by being either all Open Game Content, or the vast majority of which being open.) By the same token we don't support those that don't, which again, is why you don't see much content from certain publishers on the site, nor do you see us "liking" or sharing or retweeting stuff from those publishers. We even give free advertising on the site to some publishers who we feel are models of how the OGL should be implemented (see TPK Games, Jon Brazer Enterprises etc.)

So, simply stated: Why not just say "All crunch is open, all setting material is closed." and go from there? Seems to work for Paizo afterall.

The Exchange Kobold Press

So if a publisher declares ANY rules content closed, that's what bothers you and Kvantum? Interesting. I think we're going to disagree here. In particular, because so much of the book is already open content.

Pretty much all of chapter 4 is open (17 pages) and likewise chapter 6 (12 pages--the closed material is the Ecology of the Aboleth article). Roughly a third of the book is open content.

Despite Kvantum's claim above, chapter 5 is setting material and not rules material, barring 5 poisons unique to the setting. Chapter 3 is largely setting-related gear, and it was not easy to figure out how to declare it open without also opening up setting elements that need to stay closed (vril and lost technology are keystones of that region of the world).

I grant you, Chapter 2 could have been declared open, but at the time in 2009 and 2010, I wasn't comfortable doing it. The argument that chapter 2 *must* be declared open to be useful in a game seems shaky to me.

The claim that Kobold Press doesn't create a lot of open content, though, is simply false.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Hm, by the way, when did "Open Design" become "Kobold Press"?

Contributor

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Zaister wrote:
Hm, by the way, when did "Open Design" become "Kobold Press"?

That information is closed content. =-)


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Haha ;)

The Exchange Kobold Press

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The changeover happened with Dark Roads & Golden Hells book, back in July. I got tired of hearing the two arms of the company called "Open Design/Kobold Quarterly", and I heard from a lot of retailers that they thought the company only did the magazine.

So...

The idea is to keep the Kobold theme and extend it to the sourcebooks, adventures, and PDFs, to make it clear that the Kobolds do more than the magazine.

And the Kobold Press imprint will, hopefully, be easier for people to remember than the longer double name. Guess we'll see!


I guess as a consumer, the Open/Closed content issue is more of a closed content material is more likely to become another fantasy heart-breaker RPG type publication, whereas Open content material is more likely to get reused in the future. This gives things a longer shelf-life, and all other things being equal, is a benefit for me as part of my library. It also means that I don't need to worry as much regarding copying of IP in these copyright crazy days so long as I throw an OGL statement in and give credit where it is due. Think OGL safe-harbour. Back when everyone used books with their local group, this wasn't such an issue, but with more online play being able to post material on a campaign website/forum/discussion group/custom rules library and not have to worry about any copyright issues is another benefit.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I think the new name is a good idea, and well chosen. Go Kobold Press!

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

Back in print!

Shadow Lodge

Hey quick question. Are the lost technology firearms presented herein meant to be something you gain proficiency with so long as you have proficiency with firearms in general or something a character would have to take a separate proficiency with in order to use effectively? Also how do these gel with the rules mentioned in expanded gunslinger for railgunners?

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doc the grey wrote:
Hey quick question. Are the lost technology firearms presented herein meant to be something you gain proficiency with so long as you have proficiency with firearms in general or something a character would have to take a separate proficiency with in order to use effectively? Also how do these gel with the rules mentioned in expanded gunslinger for railgunners?

What's up, Doc?

Your answer to proficiency to the Ankeshelian weapons is in the appropriate weapons tables for those items--they are all indeed listed as exotic, so your character would need a separate Exotic Weapon Proficiency for each weapon. Even in a world where firearms may be more common, these things go way beyond the norm, and are quite rare and specialized, as you might imagine.

I'll leave the Coilgunner question to the astounding Crystal Frasier, who is responsible for that bit of deliciousness.

Liberty's Edge Digital Products Assistant

While coil guns are considered Ankeshelian technology in Midgard, coilergunners aren't automatically any more proficient in other types of Ankeshelian weapons or technology than the average gunslinger. Your GM may decide that coilgunners CAN use Ankeshelian technology, in loo of adding magical coilguns to their campaign, but that's a table decision.

Coilgunner can't use their overcharge deeds with other Ankeshelian weapons. But again, your individual GM can always allow it; You'll need to decide the effects of overcharging these more advanced weapons at your own table.

Sovereign Court

Crystal Frasier wrote:

While coil guns are considered Ankeshelian technology in Midgard, coilergunners aren't automatically any more proficient in other types of Ankeshelian weapons or technology than the average gunslinger. Your GM may decide that coilgunners CAN use Ankeshelian technology, in loo of adding magical coilguns to their campaign, but that's a table decision.

Coilgunner can't use their overcharge deeds with other Ankeshelian weapons. But again, your individual GM can always allow it; You'll need to decide the effects of overcharging these more advanced weapons at your own table.

pedantry:
'in lieu' is what you're looking for. 'Loo' is British slang for toilet, and I don't want to know what coilgunners get up to in the toilet...
Shadow Lodge

Hey quick question, do you think that the tools needed for crafting lost technology are more in line with those of standard artisans tools or would they need to buy something more like an alchemists lab?

Contributor

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Hey Doc! Great question.

Surviving lost technology as presented in Sunken Empires is really more about restoration and preservation than creation from scratch. In other words, the items are typically found filled with sediment and covered in barnacles, their wooden components long since rotted away. The tools needed to restore them to functional order would encompass all manner of materials--rare metals and woods, woodcarver's tools, metalsmith's and engraver's accouterments (likely more along the jewelers or gunsmiths' trade than the blacksmiths') and, yes, likely alchemical laboratory equipment.

On character (or NPC) having all the essential skills to restore lost technology to working order by themselves would be quite rare, and the effort would more likely be cooperative among a secretive order of specialists.

But I think those 3 avenues--woodcarver, jeweler/gunsmith, and alchemist, would get someone well on their way to restoring life to a piece of ancient broken technology.

A vril specialist or arcanist to recharge those batteries wouldn't hurt, either. Stay tuned for Deep Magic for lots of goodies in that department.

Shadow Lodge

Brandon Hodge wrote:

Hey Doc! Great question.

Surviving lost technology as presented in Sunken Empires is really more about restoration and preservation than creation from scratch. In other words, the items are typically found filled with sediment and covered in barnacles, their wooden components long since rotted away. The tools needed to restore them to functional order would encompass all manner of materials--rare metals and woods, woodcarver's tools, metalsmith's and engraver's accouterments (likely more along the jewelers or gunsmiths' trade than the blacksmiths') and, yes, likely alchemical laboratory equipment.

On character (or NPC) having all the essential skills to restore lost technology to working order by themselves would be quite rare, and the effort would more likely be cooperative among a secretive order of specialists.

But I think those 3 avenues--woodcarver, jeweler/gunsmith, and alchemist, would get someone well on their way to restoring life to a piece of ancient broken technology.

A vril specialist or arcanist to recharge those batteries wouldn't hurt, either. Stay tuned for Deep Magic for lots of goodies in that department.

Sweet! I am really excited to see what more deep magic adds to the vril system and lost tech considering that they are factoring in pretty heavily to my home game.

Now that being said does that mean that the standard (ie normal/masterwork tools) tools that players would buy to restore items with the craft (lost technology) skill should be treated as an alchemists lab (200 gp and 40 lbs of equipment) or like normal artisans tools?

Contributor

I would say masterwork artisan tools for the restorative work, and a "vril lab" with the same stats as an alchemist lab for the batteries, which are the more complicated bit.

Shadow Lodge

Brandon Hodge wrote:
I would say masterwork artisan tools for the restorative work, and a "vril lab" with the same stats as an alchemist lab for the batteries, which are the more complicated bit.

Cool! You've just made my one eyed chiurgeon alchemist and his ogrekin warpriest compatriot very happy. I'll probably use the lab idea for some of the more complex non weapons or armor stuff like the power fist or evil sentry shocker thing too.


If any of you Kobold Press people could contact me regarding my order of this book from Paizo Superstore, I'd greatly appreciate it.

I've sitemailed (via these forums) Wolfgang Baur twice and filled out 2 sitemail requests at the Kobold Press website. Nobody has returned my inquiries and yet I see Wolfgang posting about on threads here at Paizo.

I love my Sunken Empires PDF. But Paizo isn't getting paper versions of it from KP ... and I want to know if I should cancel my August 30 order of the paper version of Sunken Empires. :-/ Paizo Superstore customers apparently can't get an answer from Kobold Press either.

Sorry to have to post this here, but it's been impossible to reach a KP employee. No complaints about Sunken Empires, though. I loved the PDF so much that I wanted a paper version of it too!

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

Hi Crai, thanks for following up here! And I'm embarrassedthat the sitemail at Kobold Press failed you--usually we're good with that, but we moved servers recently and nuked our email server elements in the process.

In any case, Sunken Empires will be restocked at Paizo soon. No one at Paizo has requested a restock, so I really appreciate you bringing it up.

The restock will take a few weeks but should be there in early January. If you need this for a gift, I recommend picking it up from the Kobold Press store.

EDIT TO ADD: We don't have insight into orders placed at Paizo--the only orders we can fulfill directly are the Kobold Press store ones.


That's great news! Yeah, I placed the order for the book back on August 30 ... and it's still in my Order Pending Queue. I've talked to 2 different CustServ employees at Paizo Superstore and they both said that Paizo was pinged. So perhaps there was a communication breakdown in there somewhere.

I'll keep my order open at Paizo for now ... and I'll give them a friendly holler in early January if I haven't received my book by then.

I appreciate you expediting this issue, Wolfgang. I've used Sunken Empires in both my tabletop groups - and it's been big hit with all my players. But the time has come for me to get a paperbound version of the book to make my GMing life (and eyes) a little easier.

Cheers,
Craig

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