Does your game lack depth? Under a lot of pressure to try something new? Creative springs running a bit dry? Then it is time to make a splash with the Cerulean Seas Campaign Setting and Undersea Sourcebook.
Aquatic adventure awaits in three dimensions with this unique underwater world. This tome is filled to the brim with useful material for any game: a dozen new races, a triad of new classes and prestige classes, scores of new feats and spells, solutions for 3D combat, ninety new monsters, cardstock minis and so much more! All beautifully color-illustrated by Alluria Publishing's talented design team. Take the plunge!
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This book is an impressive collective writing effort to bring probably the least explored environment in tabletop games. The amount of content is massive and very well-implemented. There are several races to choose from, the classes have been given an aquatic feel, the spells have been converted and even the weapons have been redesigned. Yeah, they offer as many weapons as there are in a player guide, all adapted for underwater environments and their restrictive rules when it comes to swing a weapon. You won't fight with a sword, but there's the spear equivalent that does the job.
While it's good to see everything the seas can offer, I'd like to point out that every chapter of this book can be added to any setting. Yep, Golarion, for instance, can have the Cerulean Seas next to it. While it's a shame that no setting to date has charted its underwater sections, it's a real blessing that it can be layered on top another setting without any problem.
An excellent book that paves the way for the future of underwater settings ^_^
Excellent underwater content, oh, and there's a campaign setting too
This book is everything I never knew I needed to have to run an underwater adventure, and has made me interested in an all underwater campaign, something I never would have wanted to run without this book. While they required a little thinking to wrap my head around, the rules for buoyancy, drag, and pressure really add a lot to the feel of an underwater game.
The races come next, and offer a nice variety of exotic races to choose from as well as more familiar races like sea elves and seafolk. classes chapter, aside from including a few interesting new classes like the Kahuna and Siren, gives short conversion notes for the core and APG pathfinder classes that keep them relevent in an entirely underwater campaign.
Not to be overlooked in all the excellent rules is the fact that this book is called a Campaign Setting and does include some information about the Cerulean Seas. Small nuggets of campaign details are sprinkled through each section of the book, and a short 26 page section gives a little information on the history of the various races and a tiny amount of information on cities in the setting. This is probably the section of the book that could use the most expansion, and if my primary interest in the book was as a campaign setting I would probably disappointed with this section. As it is it's a nice little bonus add on to the rules and serves to give some flavor to the different races.
All in all this book provides everything you never knew you desperately wanted for underwater campaigns. If you have any interest in running an underseas campaign this book will be valuable to you. If you never thought you wanted to run an undersea campaign this might convert you like it did for me.
Other reviews have covered this in more detail than I could ever hope so I'll just give my general impressions.
This is one of those books you can live without. Until you want to have an all underwater campaign that is. Then this book isn't just necessary, I cant even think of an appropriate substitute. Not only does it give you some useable underwater rules but it gives you a butt-ton of races and other rules so you can do it. It even comes with some fluff so you don't have to make a setting from scratch. There are just so many tools and rules for this to not be useful. But only if you are running a game that is underwater more often than not, otherwise it's a large word count and a ton of rules that you'll never use. But that's the kind of product this is. I reviewed Companions of Firmament today and this is in the sam vein. Unfortunately I do not have a product that helps you play underground or on the sun but if you want to play in the sky you get that, if you want to play in the water you get this, so by being pretty much mandatory for an entire terrain that takes up a whole lot of space on a planet this book gets 5 stars.
No question. If you want to play underwater get this book. You need it.
The detailed reviews above cover the contents of this product in detail, so I won't go into them yet again. What I'll tell you is that as 35 year gamer with a degree in marine biology, running entirely submerged campaigns has been a dream. I've picked up every marine supplement I can find and Cerulean Seas is the clear winner. Followed by Azure Ice, Indigo Seas and Waves of Thought, this is a great series that deserves recognition.
Underwater adventuring has always been, insofar as Pathfinder is concerned, one of those ideas that seem great in theory but difficult in practice. After all, taking your adventuring party underwater means that everyone’s aware that one good dispel magic will take away whatever spells or magic items they’re using to keep breathing. Add in penalties for how melee and ranged attacks work, changes to spellcasting, and even the continual Swim checks to keep moving, and it’s not only a headache for everyone involved, but quite likely a TPK waiting to happen. And don’t even get me started on the logistics of fighting across three dimensions of movement.
And so, underwater adventuring was quietly pushed off to the side. Just enough rules were provided to make it theoretically possible, without anyone worrying about how practical it actually was. Few adventures were published that dealt with characters going into the waves, and those that were kept it to the shallow end of the pool, with dry land always being close by. Finding new paths under the sea seemed like it’d always be resigned the realm of pipe-dreams and a few die-hards, never to be accessible to the mainstream Pathfinder gamers.
All of that changed when Alluria Publishing released Cerulean Seas, a massive campaign setting-slash-sourcebook that not only takes Pathfinder underwater, but actually makes such a game doable. Let’s take a look at what the book offers so that you’ll know this isn’t just a fish story I’m telling you.
As a PDF file, Cerulean Seas hits all of the high-water marks. It has full, nested bookmarks (an absolute necessity in a book that’s nearly 300 pages long), and allows for copy-and-pasting without problems. And of course, the artwork – oh wow, the artwork! Alluria has always had a reputation for their lavish illustrations, and they certainly live up to it here. An entire team of interior artists have lovingly portrayed myriad aspects of the book’s material, from new races and monsters to new equipment, to spell effects, to a map of the Cerulean Seas area, and so much more, (almost) all of it in lush full color. Alluria is perhaps the only company that can compete with Paizo on an even footing for how gorgeous their books look.
Of course, this (and the subtle but ornate page borders) means that this book is far from printer-friendly. At the time of this writing, a print version of the book is still in the works, but isn’t yet available. If you want a hardcopy of Cerulean Seas, you might be better to wait for that, as this PDF would likely send your printer to Davy Jones’ Locker.
The book’s opening chapter dives right in, opening with framing fiction that defines the game world. The Cerulean Seas campaign setting used to be a normal game world, but had a great flood that covered the world with ninety-nine percent water. There’s more to it than this, of course, including a recently-won genocidal war against the sahuagin, the role the gods played in the great flood, and more, but this is the main thrust of the story, and sets the stage for this water world.
The chapter takes us through some basic terms and definitions before we start to get into the specifics of living under the sea. It’s here that the book might start to scare away some of the more casual-type gamers, because this chapter pulls no punches in what it presents. We’re given an introduction to how things like buoyancy, hydraulic pressure, ambient sunlight, and more work underwater. The first chapter is basically a primer for things to be aware of regarding life underwater, and how these translate into game terms. This is especially true for underwater combat, which has its own section here.
I’ll take a moment to say that while this section can be off-putting for how dry (ironically) its listing of various undersea features can be, as well as how complicated the rules for buoyancy and the accompany combat changes are, it’s worth persevering through. The book deals with this more in the Game Mastering section, but these are the changes that really make an undersea game feel different; and as with all parts of a complex table-top game, they’ll become more familiar (to the point of being second-nature) over time.
The second chapter returns to more familiar territory where PF sourcebooks are concerned, presenting twelve new undersea races (though one or two, such as sea elves or the mogogols, may seem familiar). Cleverly, these are sub-divided into three groups: the anthromorphs (who have humanoid bodies), the feykith (fey-related sea-dwellers), and merfolk (who are humanoid from the waist up, and fish from the waist down). Interestingly, the human-equivalent race is presented as the “seafolk,” a merfolk race. They not only have the human’s “floating” +2 ability bonus that can be applied everywhere, but are the only race to have various cross-breeds listed, with alternate racial traits presented.
Each race received a generous focus, listing not only their statistics but also plenty of flavor text regarding their society, alignment, possible names, etc. However, ardent Pathfinder fans may be somewhat disappointed that the expanded racial options from the Advanced Player’s Guide aren’t reproduced here. That is, there are no alternate racial features available (seafolk crossbreeds notwithstanding) nor are there alternate favored class options.
I’m of two minds about this, as it seems somewhat unfair that these have suddenly been assumed to be default necessities for third-party contributions to the Pathfinder RPG. At the same time, those bring a hefty level of customization to the table that are very helpful in making your character’s race be of greater importance. That said, twelve colorful new races here certainly make that notable in and of themselves. It’s also worth noting that the book doesn’t forget to bring us the various vital statistics for these races (one of those little things that are nevertheless important).
Subsequent to the races chapter is the chapter on classes, and it’s here where things get truly interesting. The book makes some generalized notes about changes to existing classes before dealing with how to alter each base class specifically for an undersea game. This part of the book does deal with the APG classes, so you alchemists and oracles and such can all breathe a sigh a relief.
The changes made in this regard are absolutes, rather than the optional class archetypes presented in the APG. Interestingly, a few classes are recommended to be discarded entirely in favor of three new base classes presented here. Bards are passed over in favor of sirens, druids are replaced with kahunas, and rangers are given the boot in favor of mariners.
These new classes do a great job presenting their own twist on the niche that their replaced classes fill. The Kahuna, for example, is a full-progression divine spellcaster, but selects a single animal spirit that, as she gains levels, is able to utilize greater and greater spirit powers to bolster herself and her allies (or alternately harm her enemies).
This chapter also deals with prestige classes, listing which ones from the Core Rulebook and APG are useable without any changes, which need some changes, and which aren’t available at all. There are also three new prestige classes presented here, the each comber (those who venture into the wilds of the remaining dry land), glimmerkeeper (fast-moving undersea hero), and sea witch (an aquatic necromancer).
Skills and feats are the subject of the fourth chapter. As with many things, the skills section offers a series of new interpretations of existing skills, though there are no new skills added (something I was grateful for, as adding new skills often feels contrived). The feats section got a similar examination for several existing feats, but here we’re given almost four-dozen new underwater feats as well.
The chapter on money and equipment was interesting for how much stayed the same, though quite a bit changed in appearance. Most precious metals have been replaced by things like shells or pearls, though the measurements of currency are largely the same. New equipment helps there be a greater selection of viable weapons and armor underwater, not to mention various items that are unique to undersea adventuring, such as holy sand to replace holy water. Oddly, ships are presented here also, reinforcing that some aquatic races still spend a lot of their time above the waves.
The magic chapter presents some very imaginative alterations to not only existing spells, but also existing material components and foci before it moves into new spells and magic items. Some of what’s here deals with the change from fire damage to boiling-water damage, while others present alternate ways of harnessing electrical spells, or various utility spells such as defeating undersea pressure, or even breathing air for characters who want to go top-side.
It’s at the seventh chapter of the book that we take a look at the Cerulean Seas campaign world. This chapter takes a surprisingly light tone with the campaign, presenting many different facets of it but not going too deep with any of them, letting you fill in a lot of the blanks to make the game world your own. It does cover the recent histories and major NPCs of all of the major races, presents a number of major cities, a brief overview of the spoken languages, and an overview of the world’s recent history. My favorite, however, was the presentation of the Cerulean Seas religions. The undersea races uniformly decided to prevent religious strife by allowing only nine deities to be worshipped, one for each alignment. However, in order to sweep everyone under this umbrella, there are various “cults” that worship different aspects of these deities (each deity has two cults presented, with their own alignments, domains, etc.). These cults may only operate with the blessing of the parent faith, and it was engrossing to read about how various races merged their native religions with that of a more dominant faith, often resulting in the major god literally consuming the smaller one as a consequence.
I don’t mind saying that chapter eight, the Game Mastering Chapter, was perhaps the most friendly and helpful such section I’ve ever read. It speaks frankly, and almost familiarly, about the problems with running an undersea game, and what to do about them. Remember those scary new rules from chapter one? It goes over what the most important are to get down pat and how to ease into them. We get general guidelines on converting other materials for an undersea game, whether in terms of buoyancy or pressure tolerance. But my favorite section here was the unabashed look at the problem of 3D combat.
The book outlines roughly a half-dozen options for what to do about this issue, ranging from buying commercial elevation trackers to ordering a pizza and using those little plastic things that keep the cheese off of the box to elevate your minis. But by far the most favored option it presents is the one where it walks you, step by step, through creating your own adjustable boards for elevation. These are basically a few square inches of hard foam boarding that are moved up and down a standing rod; add a half-dozen of them to your game table and you can easily simulate characters moving across every dimension. It’s a fun little project, and works great for any tabletop game that needs a 3D combat solution.
There’s also a fascinating section on the planar arrangement (or perhaps just the widespread belief in the arrangement) of this campaign world. After all, an undersea culture hardly believes in a plane of fire, especially one that stands equal to the plane of water! Likewise, the oceans of the outer planes are considered much more prominent than the dry areas of such realms.
The final full chapter of the book presents almost a hundred new monsters to help populate your undersea game. From aquatic familiars to a large selection of new giants and true dragons (which are given their own grouping, rather than being chromatic or metallic), there’s plenty here to round out an underwater bestiary. New selections of simple templates and guidelines on how the major creature types work underwater provide further options and guidelines.
The book closes out with a number of helpful aids, such as a consolidated list of undersea monsters from this book, the Pathfinder Bestiary, and Alluria’s other Pathfinder books. Add in a pronunciation guide, cardstock minis, a character sheet, and more, and there’s everything you’ll need to get started on your Cerulean Seas game right away.
And if you’re not already excited about using this book to run an underwater game after reading this review, then trust me: it’s more due to my descriptions lacking enough fidelity to the book’s accomplishments than anything else. Cerulean Seas not only looks at every aspect of running a game in an underwater world – from what it means to be submerged to the logistics of it at the game table – but presents holistic options and alterations for setting a Pathfinder game there. The new material is expansive and the campaign setting covers a wide range of topics while still leaving room for customization. And of course, the artwork is beautiful and prominent. This is easily one of the best Pathfinder books to come out of the third-party market, and the absolute best for the topic it covers.
Don’t be afraid to make your game better by taking it down where it’s wetter. Bring your characters to the Cerulean Seas; it’ll make a big splash amongst your gaming group.
Hey! My latest contribution to the fine folks at Alluria is up. A lot of people wrote a lot a quality stuff here.
Undersea rules, totally new base classes, races, and monsters, new feats, spells . . . it is a full-blown campaign setting. If you like the art from the Fey Folio or Creepy Bestiary, you will love the art, and abundance of it, in here as well.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Some time ago I played around with a 3.0 homebrew idea (and it was roughly this, just not nearly as well done). I called mine "Argoth; The Drowned World". Anyway... Cerulean Seas sounds VERY interesting... and I'm really glad to hear that within a year this will be available in a print version. I will strongly consider picking that up.
What are the new races like? What's the siren class, and how is the kahuna different from the druid?
Races are sorted into three categories, with options for mixbreeds with the seafolk.
The first category are Anthromorphs (short for anthropomorphic animals). The are comprised of the Sebek-ka (crocodilians), the Karkanaks (crab-men), the Pisceans (fish people), and the Mogogols (adapted from Remarkable Races, Frog men)....but they are much more than simply humanoid animals...they each have a distinctive culture, history, and flavor.
The next category are the feykith (naturalized water fey). They are made up of the sea elves, the nixies, the naiads, and the selkies. Each are very different from one another. Sea elves fill the niche of the standard elven fare, while naiads have plant-like qualities.
Last, we have the merfolk. There are the ancient nommo, the free-thinking kai-lio, the peaceful cindarians (small-size, lionfish-type merfolk), and the familiar seafolk who fill the human role.
The bestiary has a few other options as well, including the deep drow and the genai (descendants of humans and marids).
The next category are the feykith (naturalized water fey). They are made up of the sea elves, the nixies, the naiads, and the selkies. Each are very different from one another. Sea elves fill the niche of the standard elven fare, while naiads have plant-like qualities.
Last, we have the merfolk. There are the ancient nommo, the free-thinking kai-lio, the peaceful cindarians (small-size, lionfish-type merfolk), and the familiar seafolk who fill the human role.
The next category are the feykith (naturalized water fey). They are made up of the sea elves, the nixies, the naiads, and the selkies. Each are very different from one another. Sea elves fill the niche of the standard elven fare, while naiads have plant-like qualities.
Last, we have the merfolk. There are the ancient nommo, the free-thinking kai-lio, the peaceful cindarians (small-size, lionfish-type merfolk), and the familiar seafolk who fill the human role.
Tell me a bit more about these two.
Feykith
The sea elves of the Cerulean Seas are distant relatives of the surface elves. They share many traits in common including long lives, deep attachment to their surroundings, and arrogant attitudes. Unlike their drylander counterparts,sea elves are by no means considered quiet or reserved. Sea elves are a boisterous lot, and take celebration, vengeance,and pride especially seriously.
Viridian naiads are benevolent children of nature that share a close kinship with the flora of the sea. Biologically, viridian naiads seem to be more like plants than feykith. Naiad life begins as a seed pod is planted into the seabed, where it stays for three years. It then sprouts into a bushy kelp-like plant. The plant grows to 4-6 feet tall, slowly taking the form of an adult naiad over the course of seven decades.
During this time, the seemingly non-sentient plant is nurtured, protected, and educated by its parents. After around 70 years, the adult-sized naiad uproots and joins society as a child.
Deepwater nixies are a Small-sized race of feykith that almost always appear childlike and beautiful. They dwell in harmony with the sea and sea creatures. Inquisitive by nature, they are often explorers, traveling the lands in search of a new pleasure or rare experience.
Lochgelly selkies are a race of magical humanoid shapechangers whose natural form is that of an intelligent seal. The selkie may change its form to that of an aquatic elf, and may remain in this alternate form as long as it wishes. Selkies are a passionate race that lives in the moment, thrives on adventure and excitement, and adores beauty and talent in all forms.
Merfolk
Cindarians are the peaceful Small-sized inhabitants and protectors of the coral reefs. They are a friendly folk, though fierce whenever a comrade, loved one, or home is threatened. A cindarian has few natural enemies; even mindless predators have learned to avoid them. Cindarians are natural mediators; they specialize in seeing both sides of an issue. Aggression is met with swift and merciful retribution, much like their
spiny, poisoned exterior deals with an unwanted nip.
Kai-lios are a reticent race of undersea centaurs. They prefer to live in remote, almost desolate areas under the open sea. In this wide open wilderness, they live in harmony with nature, craft great works of art, and raise large families.
Superficially, nommo appear as hulking brutes. They have massive and grotesque humanoid torsos with a catfish-like head, including fishy eyes and a large mouth filled with sharp teeth. They have external ears that sweep back behind their heads like fins. Males have thick muscular hands, while females have strikingly long and delicate fingers.
All seafolk have the upper torsos of slender, tall and shapely humans, and the lower bodies of scaled fish.Seafolk are extremely diverse in their abilities and outlook on life. Regardless of their differences, most seafolk revere beauty in all its forms. Some individuals are artisans of surpassing skill, creating beautiful art, vessels, jewelry, weapons and armor. Others are great authors and sages; collecting and disseminating knowledge with talent surpassing even the sea elves.
The Cerulean Seas Campaign Setting will be released in print in early April, 2011. The PDF will be available with the hard copy at a reduced price.
Based on the overwhelming acclaim and success of our release (thank you all for the positive feedback!) we have decided to support several expansion supplements for this setting which will come available next year. Our first supplement "Indigo Ice" will explore the frozen reaches of the Selkie homeland, Rakailoch. New races, a new class, expanded rules for under-ice adventuring, and lots of other great material will be included in this short and affordable add-on.
I think a lot of us are very glad to hear that! I've been searching for an underwater fantasy rpg for a while and this certainly fits the bill. I'll definitely be getting the print copy once it is available.
I have started reading it, some of the art looks familiar to me. But the writing reminds me a bit of Sunken Empires by Open Design. So far it is look like if you are fan of that book you would likely like this book. Still be awhile before I finish it let alone get a review done.
The Cerulean Seas Campaign Setting will be released in print in early April, 2011. The PDF will be available with the hard copy at a reduced price.
Based on the overwhelming acclaim and success of our release (thank you all for the positive feedback!) we have decided to support several expansion supplements for this setting which will come available next year. Our first supplement "Indigo Ice" will explore the frozen reaches of the Selkie homeland, Rakailoch. New races, a new class, expanded rules for under-ice adventuring, and lots of other great material will be included in this short and affordable add-on.
Some random notes, regarding the bestiary: It’s nice to see someone else with an interest in coelacanths. In my game they were the inspiration for the kolocanth or sea bugbear.
The image of the coral shepherd reminds me of my liverock gargoyles. I have used giant hermit crabs in my campaign in the recent past, as well as a hermit crab hivemind, but have yet to use my hermit crabmen.
I’ve added my share of aquatic dragons also, from my hagstone dragons (coral, pearl, and abalone) to the jellyfish dragon inspired by mauve stingers.
Your giant dragonfly nymph reminded me of my vilax, which was an aquatic thri-kreen inspired by the same beastie. I have deep drow as well, though mine are akin to the NTI in “The Abyss”. Instead of electric eels, I added a new variety of ixitxachitl with electrical abilities (as well as making the vampiric ixitxachitl capable of creating juju zombies).
Your stygian imp reminds me of my fish (styx) and a host of beasties made from aquatic larvae; scullops, demonstars, and hellbenders. I recognize that sea cat pose from images of swimming tigers :) .
Note: There will be a revised copy of Cerulean Seas available in mid-January that will:
1) Incorporate Pathfinder Bestiary 2
2) Fix minor errata that popped up since its release
3) Address some of the concerns raised in the review above (and future reviews). So keep up the feedback! It will make this book even better.
The revised copy (as well as future revisions) will be available for free for all who downloaded the original product.
When the book goes to print will there be an option to buy a book/pdf combo?
Yes, we will offer the PDF for 10$ with the print book. If you already bought the pdf, we will offer a discount on the print copy with proof of purchase.
Yeah so far my impression of the book has been pretty much overall the same as yours. I have a few minor nitpicks but that's it so far.
We too have a few nitpicks that we came across since its release. We are taking everyone's input very seriously, and will likely incorporate each into the revised version due out in mid-January 2011.
It was nice to see a shout out to my song dragons..they gave me fits getting them right, and I am not sorry to say I am a little proud of them. Why do I get the sinking (heh) feeling there will be some kind of polar song dragon in my near future...
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Blackerose wrote:
It was nice to see a shout out to my song dragons..they gave me fits getting them right, and I am not sorry to say I am a little proud of them. Why do I get the sinking (heh) feeling there will be some kind of polar song dragon in my near future...
And yet no half-song dragon template! I meant to call you out on that. Bad author! Bad!
I'd sadface over there not being an octopus-taur humanoid race, but it's hard to when there are like 235 other races being introduced.
Viridian Naiads are looking to be my favorites thus far. This is almost certainly going to fit into my homebrew as a whole. Takes off some of the workload!
It was nice to see a shout out to my song dragons..they gave me fits getting them right, and I am not sorry to say I am a little proud of them. Why do I get the sinking (heh) feeling there will be some kind of polar song dragon in my near future...
And yet no half-song dragon template! I meant to call you out on that. Bad author! Bad!
In the short term, the "normal" half dragon template would work, just make it aquatic. The only down side is their breath weapons are fairly repetive and sonic based. If you follow the Bestiary template half dragons don't gain all the neat extras ( 2ndary breath weapons, auras, etc) from their parent. I have been known to allow additional abilities as the half dragon levels up in home games however...
...The only down side is their breath weapons are fairly repetive and sonic based...
There's nothing that prevents a DM from changing things about, of course. My aquatic hagstone dragons, pearl, coral, and abalone, have breath weapons of sharpened oyster shell shards, hardening coralline algae, and clouds of cyanide respectively. I like to keep my players on their..errr... fins. ;)
Is there any chance of this and the creepy monster book seeing a print edition?
Yes! Next year, all of our titles will go to print.
Then next year I will start piking up your books. I like the idea of what I see but yes, I am that much of a grognard that I want a print book. I am not paying nearly $30 for a pdf.
Is there any chance of this and the creepy monster book seeing a print edition?
Yes! Next year, all of our titles will go to print.
Then next year I will start piking up your books. I like the idea of what I see but yes, I am that much of a grognard that I want a print book. I am not paying nearly $30 for a pdf.
Ha, same here.I will not pay prices like that for a PDF when you can normally buy the printed book for close to the same price.
I have read most of it, and I will agree the price hurts it the most. I have a few minor issues with it, mostly the same thing brought up in other reviews already. But I will also say most of the art is very good color art. I am sure the art is a big part of the price. It is also a very pretty book and well edited and laid out. It's a very high quality book that is done very well.
I have read most of it, and I will agree the price hurts it the most. I have a few minor issues with it, mostly the same thing brought up in other reviews already. But I will also say most of the art is very good color art. I am sure the art is a big part of the price. It is also a very pretty book and well edited and laid out. It's a very high quality book that is done very well.
I have read most of it, and I will agree the price hurts it the most. I have a few minor issues with it, mostly the same thing brought up in other reviews already. But I will also say most of the art is very good color art. I am sure the art is a big part of the price. It is also a very pretty book and well edited and laid out. It's a very high quality book that is done very well.
I have read most of it, and I will agree the price hurts it the most. I have a few minor issues with it, mostly the same thing brought up in other reviews already. But I will also say most of the art is very good color art. I am sure the art is a big part of the price. It is also a very pretty book and well edited and laid out. It's a very high quality book that is done very well.
Perhaps we should start a e-mail list, so we can e-mail everyone that plans on buying the hardcopy only, so we can let you know when it is set and ready?
Whew, reviewed finally. That was one big book to read and I felt like I was writing a book of my own to do the review. Review posted her, at ENworld, drivethru and Lou's blog.
Whew, reviewed finally. That was one big book to read and I felt like I was writing a book of my own to do the review. Review posted her, at ENworld, drivethru and Lou's blog.
Thank you for the excellent review! In the revised version, we will address your concerns (others have voiced these concerns as well) about the shell money and weapons. The revision should be available before the middle of January for free to all who downloaded the book.
Is there any chance of this and the creepy monster book seeing a print edition?
Yes! Next year, all of our titles will go to print.
Then next year I will start piking up your books. I like the idea of what I see but yes, I am that much of a grognard that I want a print book. I am not paying nearly $30 for a pdf.
Ha, same here.I will not pay prices like that for a PDF when you can normally buy the printed book for close to the same price.
Me too! I really want this but $30 is a bit steep for a pdf. I'll wait for the print edition too!
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Blackerose wrote:
Perhaps we should start a e-mail list, so we can e-mail everyone that plans on buying the hardcopy only, so we can let you know when it is set and ready?
Ideally, I'd like to see Alluria Publishing establish a message board, and possibly a weekly chat, so that those of us who find ourselves fascinated with undersea adventuring have a medium in which to share our passions. Barring that, I suppose I could set one up myself, though I doubt it would get the same amount of traffic. I did set up underwater groups on EN World and wizards.com, with little to no response.
Needless to say, this product has sparked both my imagination and motivation in ways I could not have foreseen. More on that, later. ;)
Ideally, I'd like to see Alluria Publishing establish a message board, and possibly a weekly chat, so that those of us who find ourselves fascinated with undersea adventuring have a medium in which to share our passions. Barring that, I suppose I could set one up myself, though I doubt it would get the same amount of traffic. I did set up underwater groups on EN World and wizards.com, with little to no response.
Needless to say, this product has sparked both my imagination and motivation in ways I could not have foreseen. More on that, later. ;)
More news to come later, but a little glimpse of what is to come:
Cerulean Seas has outshone all of our previous products to such a degree that we are in the process of restructuring our product lineup. Needless to say, we will have many dedicated supplements and support for an underwater campaign setting in the future, including a Cerulean Seas message board. On or around Jan 15th, we will be releasing a revised version of Cerulean Seas that will be more compatible with the Pathfinder Bestiary 2 and fix some minor errata and other concerns since the release of the book. The revise version will be free to all who have already downloaded the original version.
Surprised you haven't taken advantage of a Facebook presence for those of us who are on there. Easy to put together.
The problem with Facebook and gaming, I have found, is that many folks who game and chat online value their screen names and online identities, versus the "real names" that people tend to use on Facebook. Some folks freely mix the two, while others keep them separate.
How about a Cerulean Seas Sim on Second Life, while we're at it? SL has a thriving merfolk community. ;)
Perhaps we should start a e-mail list, so we can e-mail everyone that plans on buying the hardcopy only, so we can let you know when it is set and ready?