The Zobeck Gazetteer brings award-winning designer Wolfgang Baur’s Free City of Zobeck to life!
This is where the campaign setting of Midgard was born: in the twisted alleys of the Kobold Ghetto, the schools of clockwork magic, and the ticking hearts of the gearforged PC race.
Anyone looking for a new and different setting will find a clockpunk city forged in the fires of revolt, with monsters and magic drawn from the dark folktales of medieval Eastern Europe—plus details of devils, kobold kings, and plots galore!
This massively expanded, 116-page edition of the Zobeck Gazetteer includes material from dozens of sources, collecting all this in one invaluable reference:
New Clockwork school of magic and Lust domains
New details of the gods of Zobeck
Gypsy magic, gear, and feats
Dozens of spells for star and shadow magic
All-new feats, relics, and magic items
Plus a clockwork wizard school!
Complete index
Illustrated with beautiful city maps by Sean Macdonald, the gazetteer format provides just enough detail to incorporate Zobeck into any fantasy campaign without being overwhelming. Come on down to the crossroads and try your luck!
Pages: 120
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The Introduction opens with a key question: What is Zobeck? Seems a good place to start, and the text explains how Zobeck is one of the few places in Midgard not to have a feudal overlord since a revolt some 80 years ago kicked out the ruling family... not to mention that it's a trade hub and by all accounts a vibrant and exciting place to live in or visit. If you don't happen to use the Midgard campaign setting, a helpful sidebar explains, it will not take too much adaptation to locate Zobeck in your own game world instead. It's a town with a dark side, a teeming underbelly. It conducts trade primarily by river, and there's a deep, dark forest nearby. Inspiration includes middle Europe, a rich source widely ignored by fantasy game authors.
Chapter 1: A History explains the genesis and growth of this city-state and how its main inhabitants - humans, dwarves, gearforged and kobolds - developed the relationships that they have today. First there were the Fey, who were tricked into a pact that resulted in them becoming the Shadow Fey but gave them so much power that they don't seem to have resisted much. Then kobolds turned up to exploit the wealth they found underground. This annoyed the Shadow Fey who formed an alliance with a human lordling called Stross, who conquered the area and established his own rule... and thus the seeds were laid for what is found today. Interestingly, all the history recounted here is information that any interested character might find out, while it's probably common knowledge to the locals.
Next is Chapter 2: The Free City of Zobeck. This is a survey of the districts that make up the city and the people who live in them. Everyday life, customs, languages, trade... it's all here, vital information for would-be visitors. There are also ideas for adventure scattered throughout, which can be picked up and developed by interested GMs. This chapter ends with notes on the city's neighbours.
Then comes Chapter 3: The Kobold Ghetto which goes into extensive detail about this fascinating district of the city. It may be a tough place to live, but compared to what kobolds have endured in the past it at least provides some security if not much in the way of creature comforts. There's plenty of information and a detailed map to facilitate visits - although non-kobolds do stand out and often get picked upon. Indeed, the ghetto is so alien a place that visitors actually are dazed (as in the condition) for several rounds on entering! There's plenty to see for those willing to brave it, however, and numerous ideas for adventure are provided.
Moving on, Chapter 4: Districts & Locations surveys the most prominent ones, with a 2-page map depicting the entire city and a wealth of notes and details about what is to be found there. There are places to visit, shops to browse in and fascinating individuals to meet... and of course several good taverns to drink (and brawl) in. Scene set, the next chapter - Chapter 5: Gangs, Guilds and Guardians - gets down to explaining the elaborate guild organisations that (at least in their own eyes) control the city as well as the numerous gangs which also lay claim to do so, certainly where the underworld is concerned. You can also find out about the local courtesans, including their habit of getting rival lovers to duel over them. Whilst the city is no longer subject to noble rule, 'society' and courtiers still flourish and those who wish to mix at such rarified levels (or in some way profit from them) will find the details that they need.
This is followed by Chapter 6: Gods, Cults and Relics of Zobeck which sets the religious scene for the city. It's important to know about them even if the party is not particularly religious, as the local deities enjoy meddling and interfering in the lives of mortals. The notes are quite intormative, but those seeking more will find it in the Midgard Campaign Setting. As well as the deities, there are numerous cults and even a group of 'crab diviners' who believe that crabs whisper the truth to them...
Next, Chapter 7: Denizens of Zobeck provides full stat blocks and details of several notable NPCs dwelling in the city, all ready to be woven into your game. Finally, Chapter 8: Magic of Zobeck takes a look at magic as it is practised here. Dominated by the Arcane Collegium, there are some interesting paths of magic and they are explained here: the clockwork school and the Gear domain, along with star and shadow magic which both fall under the school of illumination magic and are held to be unique to the city. For those interested, there are quite a few new spells to study as well as a magic shop to visit and some magical items to keep an eye out for during your stay in the city.
There are a few annoying typos (although you can make out what was intended) and a few references to the Streets of Zobeck supplement: it's probably best to pick up a copy if you want to make best use of this book. Whilst much of the information, especially in the first couple of chapters, covers things that a character might discover through inquiry or research, later material is probably best kept for the GM's eyes only, even where characters born and bred in the city are concerned. Overall, though, it is well-presented and brings a fascinating city to vivid life - the party will remember their visit for a long time to come!
Great city setting...but needs more editing and less content from SoZ/AoZ
This pdf is 117 pages long, 1 page front cover, 2 pages editorial/SRD, 1 page ToC and 1 page back cover, leaving 112 pages of content, so let's check this out!
This pdf consists of a gazetteer in the truest sense - it starts with an account of the history of Zobeck, the by now famous clockwork city. From a history steeped in mystic lore and the interaction of the infamous Stross-family with the shadowfey to the recent rebellion that made a free city out of Zobeck, saw the advent of gear-forged guards and the freedom of kobold miners, the history-section of the book is written in compelling prose and provides enough fodder for campaigns aplenty alone. Current Zobeck is a vibrant city and thus, we first get an account of the city and its structures as a whole, from government, guards etc. to the unique festivals of the city. Life and culture in the city of clockworks is detailed in excruciating, vibrant detail, bringing to life one of the most iconic cities of Midgard and neighbors like Morgau and Doresh, the near Margreve and the Ironcrag dwarves will ensure that Zobeck never runs out of the need for adventurers.
Perhaps the most iconic district of Zobeck would be the Kobold Ghetto and it is detailed herein in as of yet unseen detail, including a vast variety of (often humorous) traps and hassles for the big folk to encounter. The cartways and different districts of Zobeck are covered in similar, yet not as extensive detail and their locations provide adventure hooks galore for enterprising PCs. If that still does not satisfy your locale-needs (have I mentioned the shadow-fey embassy?), the surrounding area also gets a brief glance. Of course, all these locales have to be inhabited by people and said people tend to organize - from weavers using automatic spiders to gangs, the spy-networks of the mouseking and the spyglass guild, the diabolist cloven nine and several other cabals and guilds, there are plenty potential intrigues waiting for the involvement of your PCs in tha tangled webs that are the city's politics - and that's before the gods, cults and religions (fully detailed, btw.) of the city come into play. It is also here, the great crab-divining of the Kariv is detailed alongside patron saints, relics, reliquaries and of course, Rava's great oracle, which guides and protects the city's destiny. The "Denizens of Zobeck"-chapter provides us with fully stated characters, including golden-scaled kobold paladins, the infamous mouse-king and other movers and shakers. Since Zobeck features two distinct sub-schools of magic, gear-magic and the star & shadow-school, the magic section of the gazetteer is well-developed and provides additional oomph for casting characters alongside spell-lists for the core and APG-classes, but not for the poor magus.
The pdf finally closes with a selection of magic items for your perusal, many of which deal with the shadier and unique characteristics of Zobeck.
Conclusion:
Editing and formatting could have been better - Open Design needs to get more proofers/passes at editing, for the writing is superb, but more than once broken by easily avoidable glitches. Layout adheres to a beautiful 2-column b/w-standard in full color in the pdf. I don't understand why the print version is b/w, though. The artwork used throughout the book is stellar and should satisfy the most discerning of purchasers and comes with a mix of abstract, grimy and clear, classic pictures, most of which are b/w. The pdf is extensively bookmarked. So this is it - my favorite city in Pathfinder gets its own gazetteer. And it's a tantalizing read - in the positive and negative sense. On the one hand, the lecture of this book provides you with information and hooks galore. On the other hand, this information refers to a lot of other books, unfortunately including the now no longer available first Open Designs. I can't tell you how badly I gnashed my teeth each and every time I read "See Steam & Brass" or "See Castle Shadowcrag", the two I couldn't as of yet get my hands on. Additionally, I now hope even more so than before for a PFRPG-conversion of "Courts of the Shadow Fey".
Moreover, the pdf often refers to two as per the writing of this review not yet released books, the Crossroads Player's Guide and the Midgard Bestiary, leading to further teeth-grinding, but also joyful anticipation. The writing in this book is superb and befitting of the great content Tales of Zobeck, Streets of Zobeck etc. have provided...which brings me to a major bummer, at least for me: While it is nice to have the information compiled, a lot of this book is a rehash of old material - KQ-articles, information from Tales of Zobeck (updated to PFRPG, though) and Streets/Alleys of Zobeck are heavily quoted. Especially the former two have whole slews of characters, including statblocks, just reprinted, artworks reused etc. And I don't get why. they are written for PFRPG and freely available. Why take so much of the content from these books instead of providing new one?
Don't get me wrong, I love AoZ/SoZ, but I would have loved to get even more new content or rephrased old one - perhaps a rule for a certain mother of gorgon's blood-infusions or more unique cultural practices like crab-divining, something along those lines. It is due to this, at least in my opinion, slightly exaggerated recycling, that this book loses another half star. Combined with the avoidable editing glitches, we thus arrive at a final verdict of "only" 4 stars in spite of one of the best writing jobs I've encountered in a setting sourcebook and still a definite recommendation.
The PDF weighs in at a healthy 117 pages, with covers (front and back, full color w/ illustrations), OGL, ToC and Intro pages all taking up 7 pages total. That leaves us 110 pages folks, 110 pages of material, art, items, history and stories. The artwork ranges between sketch and more refined illustration, with both color pieces and B&W. Each chapter opens with a full page B&W illustration, and very much reminded me of several old school rulebooks in that nature. Fully bookmarked for ease of navigation (always a good thing), the PDF carries a blueish tinge to the pages, so I'm going to have to recommend buying a printed copy, as opposed to printing one. Grammatically there are very few mistakes, although one stuck out like a sore thumb and had me chuckling.
page 9, second column, second paragraph...", but th'wwwwqwe things that still abide in Strossheim (now called Shadowcrag) have not forgotten". Am assuming the word should have been "those".
For those not in the know, Zobeck is a city, at its simplest description. But to stop at that would be nothing short of insult to the material, and the people, who over the years have helped define Zobeck into the living breathing locale it has become. I wasn't on board for a great deal of the earlier material for Zobeck, I will admit that. I can't tell you how much here has been collaborated from other, older material. Nor can I tell you what has been converted from previous rule sets. I can look up the previous releases, and hunt for them (and I did), but a cover and synopsis will only tell you so much. And in the end, the review is about this book, this gazetteer. I mention the older releases because, at least to me, when I realized I was looking at a book dealing with a setting that had previous material, it became important to me to know how well received the previous material was. Everything I saw tells me, this city, this locale, has all of the personality and presence of character required to leave a mark upon a gamer's life forever, and it's troves of fans agree. Zobeck is the type of place one wants to adventure to, and in. A city free unto itself, with the opportunity for any and all to make a name, or at least some coin, for themselves.
The people of Zobeck are primarily human, but the second highest population in this city are the kobolds, and that folks, stands out. Name me another predominately human society that tolerates kobolds enough to share their city with them, go ahead...I'll wait.........my point exactly. So, why? Why kobolds? Because the kobolds helped fight in the great revolt that lead to the city throwing off the shackles of nobility in the first place. They helped Zobeck become a free city, and then negotiated for the rights to continue working the mines, not as slaves, but as free “men”, earning a wage.
This gazetteer lays out holidays, local religious orders, influential families, organizations, what one might do for entertainment within the city, you know, all the basic stuff you expect to see within a gazetteer. But, where I felt this gazetteer separated itself from so many that I have read and walked away from knowing little more than before I started, we are constantly fed names and locations from within the city throughout all of these sections, and I found myself quickly drawing connections between locales and names with familiarity. A few choice examples from these sections:
The Grey Friar: A local tavern, one of the more famous, brought up in the section on Inns, Taverns and Alehouses along with several other taverns is also mentioned earlier within the book in regards to a local gossip about a gargoyle living amongst it's rafters.
We No Work Day!: Ever feel like calling in? We all have, and apparently when the kobolds do it, they all do it, literally. Once, sometimes twice a year, they simply take the day off, and declare it a holiday.
Spring Festival: A night of lustful abandon celebrated citywide in the name of the gods of love.
Hrovitz: The family of Halsen Hrovitz, a ten year old boy at the time, was the spark that started the Revolt that led to the freeing of Zobeck from the rule of the Stross family. Halsen was simply a boy, vocalizing his opinion of the Stross family when the city guards grabbed him and began to drag him away, but on that day, people did not get out of the guard's way. One simple act of defiance, and the city as one fought back, and earned their freedom.
Arcane Collegium: Mentioned several times, throughout the book. The one small section giving any details is maddeningly short. One can only hope that this will also be showing up in another book soon, as this locale is mentioned far to many times as part of this city to not have more details for.
There are many references throughout the book to other books, leading one to hope that this gazetteer is to be one in an ongoing series of new books released in support of this setting, as opposed to these references being to older material that may be harder to find for newer customers.
Zobeck functions in many different capacities, as a trade city with routes following roads, river, flight and even a path to the realm of the shadow fey. One can find a great many things within the stalls and markets of this city, making it a great resource for both PC's and GM's alike. One thing that must be mentioned, a thing that truly establishes Zobeck as vastly different from many city settings within the fantasy genre, are the gearforged. Gearforged were first crafted during the revolt, and as such are amongst the few who can say, these 80 years later, that they were there to see it first hand. Think of them as steampunk cyborgs, with a healthy dose of magics and clockwork technologies making the impossible a very common reality within this city. The concept of clockworks and gears being so infused into the cities heart, that their main religious loyalty's lay with Rava, the Gear Goddess (OK, obviously, if you are planning on dropping Zobeck into your own setting, you'll have to decide what to do about their patron Goddess, but that's easy enough to deal with).
As with any city setting, there are the different districts; Gear, Temple, Market, Merchant, Upper, Lower, The Docks, Collegium, and the Kobold Ghetto. There are also two basic ways to make your coin here, one side of the law, or the other. Those caught breaking the laws will find that their GM's are prepared for them, as there is a full breakdown of crime and punishment handled, with fairly established concepts of justice and fair retribution.
For those playing within Midgard, the sections detailing the neighboring cities and kingdoms will be of much more usage than to those like myself, who intend to drop Zobeck into our own worlds. Regardless, each of the neighbors are given a quick well detailed section giving a GM enough to work with from this book alone to be able to handle contact.
The introduction to NPC's of note are dropped like nuggets of goodness throughout the work, tucked into sections as support for the material being presented within that chapter. Again, as stated earlier, I like this approach, as it gives your mind something to attach the NPC too, and that breeds familiarity. A few more NPC's of note would be:
The Keeper in White: kobold clockwork lich wizard 12, yeah, mouthful isn't it? This dude, an albino kobold over 100 years in age, has a mithral torso, and a clockwork heart. He's obsessed with keys, and lives in a locale known as the Throne of Keys (as it's filled with thousands of stolen keys).
Lady Fenyll Marack: Praetor of the Blue House, Lord Commander of the Free Army of Zobeck The only publicly known member of the 5 person secret council known as the Praetor. The Praetors serve as inner cabinet to the Lord Mayor, as well as his eyes and ears throughout the city.
Abrostar: Gearforged owner of the Grey Friar, has a love of learning and memory that set her apart from other gearforged. Her tavern/restaurant may not have the best tasting food, but it's cheap and her seats are always filled after service at the temple to Rava end.
And before the wrong impression is given, there are full write ups and statblocks for the notable NPC's later within the book, I am simply pointing out the initial introduction to many of these NPC's is handled in a better manner than simply cramming them together at the end of the book, or breaking the flow of the text with scattered statblocks everywhere.
We are given a two page map of the city, with numbers for locales (sorry Endzeitgeist) that where as are not of the greatest artisitic style, are functional. It reminds me of a hand drawn map, which I am not a fan of in works of this level of professional quality. We are also given a map for the Kobold Ghetto with more detailed locations as well. Several locales end their small descriptions with (see another book page number x-z) which personally, I'm not sure how I feel about. I am hoping that we are being pointed to other books when it comes to these locations because there is a much more detailed writeup and maps for these places to be found in these other books. I could not help but notice that where as the map has numbers for locales to be matched up to, and a great deal of the locales have numbers, a great deal don't. Which left me wondering where those locales were in regards to the city.
Several gods are detailed within this PDF, and are mainly of use for the setting Zobeck is intended for, but amongst the gods one will find a few interesting gems that are ripe for plucking for any setting. The Lust domain, which screams do not use unless you have a mature play group, and the secrets to Divining The Shell (Divination using crabs). Obviously the Lust domain is what it is (for once, go ahead and get your mind in the gutter, your right this time), it's the crab divination that offers up so many freaking possibilities. If you have never used divination within your games you are missing a really cool way to not only get information into your players hands, but to seriously screw with them as well, lol.
The chapter covering magic for the city of Zobeck introduces us to two new schools, Clockwork and Illumination. Those who follow the school of Clockwork are masters of constructs, mechanical devices and time itself. While Illumination handles star and shadow magics, and is an exclusive school of magic to the city of Zobeck, offering a true individuality to it's mages. Both schools are supported with a collection of new spells. The final offering from this book would be a collection of magic items, wherein I found a few editorial concerns:
Tick Stop Watch: The slot is for feet, even though this is a stop watch....strange place to carry a stop watch, just saying.
Signet Ring of Karremark: Am assuming the kobold ring is supposed to weigh .5 lbs, not 5 lbs as it is listed. Otherwise, I wanna watch that kobold arm wrestle someone.
LifeBlood Gear: Am not entirely clear on how this works, or why it takes up the shoulder slot. By the description, reading through it the first time I was thinking it literally created out of thin air a small animated object after the gear was attached to one of the three targets. The second time I read it I started to wonder if it was supposed to be animating the thing it was attached to, even though a size ratio for the targets was not given. Either way, I do not understand the shoulder slot.
OK, final thoughts, buy this book. Period. There are a few hiccups, but none of them were enough to derail the sheer awesomeness of Zobeck. As a setting taken as it is, or plucked from its landscape and relocated to your own horizons, this city rocks, and your players will love it. One of the easiest 5 star ratings I've ever given.
I think a series of (later collected) PDFs on particular portions of Zobeck, like the old Flying Buffalo Citybooks would be awesome for Zobeck. Treating each quarter individually would be a lot of fun.
Well, that might happen, or Open Design might do a city book on a very different sort of place (port city, dragon city, maybe a planar city, who knows).
The Citybook series is still in print, isn't it? But even so, a PDF series like this might be a lot of fun!
The manuscript came in long, so the page count is easily over 100 pages, maybe somewhere around 112. The exact size depends on editing choices and art/maps as well.
Double the size of the original gazetteer, easily, and all Pathfinder.
Put it on Kickstarter so it can be over 200 pages, full color, and have extra bells and whistles. :)
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
I've never been disappointed by an Open Design Gazetteer. This thing is full of good stuff.
It's also a pleasant surprise to open a PDF and have an Additional Design credit. I'm happy to see that some Alleys of Zobeck material made it in.
It looks like the Gear Domain will be detailed in the forthcoming Midgard Campaign Setting book, but it is listed on the back cover. It probably got cut for space.
I'm looking forward to delving into the pdf, the clockwork school of magic definitely peaked my interest. I'm curious as to whether or not stats for the gearforged PC race will also be in here, or must I wait for a future supplement?
I was going thru the magic items and I saw a few that had me going hmm..
Tick Stop Watch - Slot: feet?
Lifeblood Gear - Slot: shoulders (even though it is a consumable you attach to an object)
Fanged Mask - Slot: face (meant eyes perhaps?)
Signet Ring of Karremark - 5 pound ring meant for a kobold? That boys got some guns to haul that thing around all day
Edit: I don't want to give the impression that I'm nitpicky...I'm in the process of making a user file for Hero Lab with the rules for my own use and noticed these things. I wouldn't be trying to bring it all into Hero Lab if I didn't really like the book in the first place.
I've been reading through the pdf, and it is simply marvelous. The history, the magic, the feel of Zobeck, I'm looking forward to introducing my players o Zobeck and eventually the rest of Midgard. The NPCs detailed within the book are interesting, and the history of the gearforged is of particular interest to me.
The only issue I have is that I have yet to find stats for the gearforged. I've read their history, various mentions of their religious proclivity, and read up on the NPC, and yet I cannot find the stats at all.
The Gearforged aren't in there...I suspect they will be in the upcoming Crossroad's Players Guide along with some other rules items referenced in the book (like the fixer archetype).
The Gearforged aren't in there...I suspect they will be in the upcoming Crossroad's Players Guide along with some other rules items referenced in the book (like the fixer archetype).
Yes, they are in the Player's Guide, which is currently in editing. That book has kobolds, gearforged, Kariv, and darakhul--off the top of my head. It has gear, feats/traits, brief info on the kingdoms of the Crossroads. The illumination wizard archetype is in it, also.
...I suspect they will be in the upcoming Crossroad's Players Guide along with some other rules items referenced in the book (like the fixer archetype).
I'm not sure if the fixer is in the Xroads Guide, but it is in Streets of Zobeck.
And I'm unfamiliar with the items mentioned above, other than I believe they were in Tales of Zobeck and might have been converted over.
Devoured, reviewed...Thank You for the chance to review this book, and the introduction to Zobeck....I'll be in the corner sobbing over the fact I missed out on so much Zobeck goodness throughout the years.
Great review, KTFish7! I'm currently skimming through my copy and once I have some rather unpleasant reviews out of the way, I'll do that one as well. ^^
Tales of Zobeck [3.5] and Streets of Zobeck, Imperial Gazetteer and the Ironcrag Gazetteer for 3.5 cans till be bought and are all worth every cent - While I have only missed the first two ODs, I still curse not knowing about them. So...yeah. I know how you're feeling.
Devoured, reviewed...Thank You for the chance to review this book, and the introduction to Zobeck....I'll be in the corner sobbing over the fact I missed out on so much Zobeck goodness throughout the years.
You should cry, as I once did. Then, once you have it out of your system, do again as I did and join a Project. Help us write that goodness. Like maybe an Arcane Collegium book...
You should cry, as I once did. Then, once you have it out of your system, do again as I did and join a Project. Help us write that goodness. Like maybe an Arcane Collegium book...
Ok, all dried up....so..um, projects?
Endzeitgeist wrote:
Tales of Zobeck [3.5] and Streets of Zobeck, Imperial Gazetteer and the Ironcrag Gazetteer for 3.5 cans till be bought and are all worth every cent - While I have only missed the first two ODs, I still curse not knowing about them. So...yeah. I know how you're feeling.
Thanks for the heads up, will add them to my massive list of must buy some day, lol...
You may or may not know this already, but most of the Open Design work comes from patronage projects. You buy in up front at various levels and get to help create the project. At lower levels that might be voting on various elements. At higher levels, you get to help write NPCs, monsters, adventures, etc.
Oh and I missed the first few too, but won't miss them again. Having a blast right now with Journeys. Watch the Compatible Projects from Other Publishers forum or make the Kobold Quarterly website a regular stop for your Pathfinder goodness.
Near as I can see, the chance to join Journey ended back in December. Wasn't aware that they use patronage as a business model, have yet to even explore patronage as a concept from a consumer point of view. Thanks for the heads up.
Now see, over on the kickstart page there was no way to sign up, it said you had already funded the project...I can see I am going to have to spend some more time looking all of this over.
As I see no finalized date for when the funds will be collected, should I assume they are instantly upon purchase? Or is their a set date for when the funding will hit credit cards? Am asking as I'm deciding on whether to jump on board now, or if I need to wait till the month flips.
Now see, over on the kickstart page there was no way to sign up, it said you had already funded the project...I can see I am going to have to spend some more time looking all of this over.
KTFish7, you can no longer sign on via the kickstarter. It's already ended. However, you can sign up from the KQ Store, which will charge you immediately for your purchase.
We are in the process of selecting adventures for the book, and then we'll be needing playtesters from the patron group. The Journeys: Pirates of the Western Ocean portion is about to start up.
There's still stuff going on, and it's a very fun project, if I do say so myself. :) We've got a really great crew!
It's a shame the gearforged didn't get stats in this book, I was under the impression the new gazetteer would add material, not remove it
We already had it in mind to do a Player's Guide, so we moved the Gearforged information into that book, which is in editing. It has the feats/traits in it, as well.
Personally, I'd love to see a combined hardback version of those two books together--an Expanded Zobeck, so to speak. That's not up to me, though.
The current Gazetteer is 120 pages. The Player's Guide with feats/traits and archetypes and so forth is not quite 30 pages, and there's some duplication.
So, it would make a rather skimpy hardcover at this point. In 2013 or 2014, when the city has perhaps grown, things might look different, but there's no hardcover planned right now. I like the idea for someday down the road, though.
The duplication, guys, comes in the form of brief information passages about the various kingdoms in the Crossroads region--stuff to give players the gist of the region they are adventuring in. But there's class archetypes, feats, traits, gear, and PC races within.
And, Wolfgang, we could always add more on the Collegium in an expansion (with lots of maps), and that would fill up more pages. And you know we could always add more NPCs, full locations, and an adventure from yours truly.:)
(I'd honestly rather do a standalone Arcane Collegium than combined hardcover. But hey, we'll see what people want from the next project in a month or two.)
Hey, a review of this one up at ENWorld--written by the 4th Edition player, and it gets a big thumbs up!
Killer quotes:
Neuroglyph wrote:
Zobeck is capable of being used as a city-state in almost any high fantasy realm, and I would certainly have to agree with that sentiment
and also
Neuroglyph wrote:
The production quality of the Zobeck Gazetteer is very good, with sharp writing, and the presentation of material about the Free City in a logical and very readable fashion....
The artwork in the book is also excellent, ....
given the wealth of material for fantasy urban heroic adventures, the price for the Zobeck Gazetteer is actually quite modest and well worth consideration for any DMs virtual bookshelf.
Thank you for the thoughtful and direct review! I am pleased to say that at least one of your criticisms, about the Midgard Bestiary, is now fully addressed. That volume is now available!
Glad you are liking it! More gypsy magic of Zobeck and Midgard is likely coming in the Fall.
Awesome! I'm late to the whole Zobeck/Midgard party, but I really like what I've seen so far. I will be starting up a Campaign beginning in Zobeck very soon. Where can I find PC stats for Gearforged?
PC stats for the gearforged will be in the Midgard campaign setting book, and also in the Player's Guide to the Crossroads, both due out later this summer/early fall.
Huh. The whole *point* of this book is to take all that material from other references and put it in one place.
Sometimes I get the review, sometimes I don't. Ah well.
I'm not sure I understand. The review states:
"...this information refers to a lot of other books, unfortunately including the now no longer available first Open Designs. I can't tell you how badly I gnashed my teeth each and every time I read "See Steam & Brass" or "See Castle Shadowcrag"..."
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Is this accurate or is it not?
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(I like it when material is compiled from other sources into one big 'super-reference' book - that is likely to get me to buy. I don't like it when there are references to 'more information' in other books, especially when those books are unavailable. I'm not sure which it is with this particular book. Are there references to see Steam and Brass and Castle Shadowcrag, or not?)
Arnwyn, there are references to these books. And yes, that supremely annoyed me since there's no option to buy them. Some tantalizing hints of their goodness are there, but to honor the initial promise of exclusivity, Wolfgang probably made the decision to not include a synopsis of the content of said unavailable modules, only alluding to them.
Don't get me wrong, I don't have a problem with the referring to as of yet unpublished books, but the pointing towards these two elusive ones actually did jar me.
That being said, this gazetteer is still a very good resource and one of the finest city sourcebooks out there.
I dunno, the references seem gratuitous to me, and should perhaps have been edited out. Ultimately, the editor made the call to keep those references in. While they point at adventures that are simply out of print, the relevant information from those sources is in the city book.
I certainly appreciate that feedback in the review and in this thread.
I'm really enjoying both the city of Zobeck and the Midgard setting as a whole! I have a question regarding Illumination Mages and their use of "Shadow Familiars".
The Zobeck Gazetteer (pg 99) notes that a shadow familiar requires the Improved Familiar feat, and also notes that "This shadow familiar has the usual statistics and abilities of a sorcerer or wizard familiar, but is a creature of shadow and is thus incorporeal."
By my interpretation, an Illumination Mage with the Improved Familiar feat can therefore select either a conventional familiar (e.g. owl, cat) or an unusual one (e.g. pseudodragon) as a starting point. Is this interpretation reasonable?
Wolfgang Baur
Contributor; Publisher, Kobold Press; RPG Superstar Judge
Yes, I would say that is a reasonable interpretation. If you choose a normal familiar, you are essentially giving up the improved familiar bonuses, but there's no reason you could not do it.