Thousands of years ago, a massive spaceship from a distant world broke apart in the atmosphere above Golarion, showering down alien debris and technological wonders—an event known as the “Rain of Stars”—onto the plains of Numeria. Largely kept within this land by the barbarian natives’ superstition and hostility as well as the greed and jealousy of the magical cabal known as the Technic League, the technology from this advanced culture has defined Numeria over the centuries. Now, nomadic warriors and metal men clash in radioactive badlands, and treasure-seekers from across the Inner Sea flock to the strange metal dungeons that pepper the landscape. What mysteries of super-science await you in this magical land?
Numeria, Land of Fallen Stars provides all the information a Game Master needs to run an adventure in the Pathfinder campaign setting’s science-fantasy wasteland. Within this book, you’ll find:
An in-depth gazetteer of the four regions that make up Numeria, including detailed descriptions of its largest cities and its most dangerous and remote dungeons.
New rules for radiation, gravity fluctuations, deadly environmental hazards, extraterrestrial diseases, nanite infestations, and more—including the unpredictable results of drinking the alien seepage known as Numerian fluids.
Overviews of Numeria’s most prominent Kellid tribes and the sinister Technic League.
More than a dozen new monsters and NPCs native to Numeria, including the mutant template and four new robots.
Numeria, Land of Fallen Stars is a must-have for GMs running the Iron Gods Adventure Path or anyone looking to introduce super-science into any fantasy campaign or setting.
Cover Art by J.P. Targete
ISBN-13: 978-1-60125-653-9
Other Resources: This product is also available on the following platforms:
Product-Pathfinder Campaign Setting- Numeria, Land of the Fallen Stars
Producer- Paizo
Price- ~$20
System- Pathfinder
TL;DR-Swords and Circuits! 95%
Basics- Time for some Sword and Circuits! Numeria, Land of the Fallen Stars tells the story of Numeria in Pathfinder's default setting. Numeria is a land defined by barbarians and a star ship that crashed into Golarion millennia ago. The book is roughly divided into a section describing the basic geography and story of each place. Then the next section discusses the different groups in the region. The final section of the book is the monsters that live in the region.
Mechanics or Crunch-This book isn't crunch heavy, but it doesn't have to be, as the book is part of a twin set discussing Numeria. Therefore, I can forgive the book being somewhat crunch-lite. This book focuses on the story of the region more than the execution of the region. Even with that said, this book goes into good mechanical depth by discussing diseases, different damage types like radiation, and an item from the wastes called Numerian Fluids. These fluids are the cast-offs of starships and robots, and have side effects ranging from instant death to gaining a level. The book also adds a small bestiary as well as random encounter tables for each area in the region. However, I didn't see how often I should roll a random encounter. I like what I see here, but I also know that most of the mechanics will come in the companion book that will come out later. 4.5/5
Story or Fluff-This book is FULL of stories to start a Numeria campaign. This regions presents some novel stories (pun intended) for the Golarion setting. I love the Sword and Circuits idea, and this book will provide you with all the standard fantasy fare of rampaging barbarians to the standard sci-fi tropes of a HoloDeck on the fritz. Beyond this are crazy sadist cultists, paladins hiding crazy technology, and an underground railroad for robots. This book and the setting have all the stories I wanted from fantasy/sci-fi as well as enough new to make me ready to start playing! 5/5
Execution-This book is pretty well done. The story and mechanics make this one a page-turner even though it's over 60 pages of fantasy encyclopedia. The layout, text, and pictures are great and draw the reader through the story. I do think Paizo is running into a bit of a problem with the number of rules books they are putting out. If you are reading this and want to run this as a physical product, you're going to need LOTS of other books to run a game in this part of the world. Paizo has an impressive pace for books, but this is leading to more books which will need OTHER rulebooks to use them at all. It is a small problem, but an increasingly prevalent one. 4.75/5
Summary-I loved reading this product. I was looking forward to running the Iron Gods adventure path before, but this book psyched me up even more. I love the fusion of sci-fi and fantasy. Some have complained that the two won't work well together, but based on what I've read, these two will fit together just fine. There are some problems though--the major one is the number of books that Paizo products are beginning to require you to have in order to play the new book. This goes so far as this book will require a SECOND campaign book to incorporate all the technology needed for this part of the world. But, based on this book, I'm buying that book as soon as it comes out!-95%
Numeria is a land where the high-technology of robots and lasers clashes with the very low-technology of barbarian tribes. There’s actually quite a lot of material to squeeze into Numeria, Land of Fallen Stars, as the various Kellid tribes that inhabit the region are not a unified people, and on top of that, there is the Technic League (a group that wants, and mostly has, a monopoly on the control and distribution of technology recovered from the crashed ship) and the crashed ship itself to describe, along with the various alien creatures, mutant beasts, and robots. Overall, Numeria, Land of Fallen Stars does a very good job of getting all this information in there and providing GMs with a compelling setting and hooks for many amazing and outlandish adventures.
I've always found Numeria to be rather mysterious and information on it has always been rather vague up until now. This book has shed a lot of light on a very interesting setting and I couldn't have been more pleased with what was revealed. A very interesting read and worth the money.
I really did enjoy reading this one though I did feel it was lacking in few areas. First I think the bestiary could have used less NPCs and more alien creatures. Second I didn't like the bland color scheme of book which was not nearly as good as these books normally look. But other then those two nitpicks I really liked it and can't wait to find out more about Numeria in the Iron gods AP.
I have been waiting for a longtime for a Numeria book. When I got this, I started looking at it immediately. Maybe I overhyped myself because when I finally started reading the book, I was a little disappointed by it. Perhaps the Linnorm Kings, Distant Worlds and Worldwound guides setup my expectations because that was the same quality of content I wanted to find in Numeria. I wanted Thundarr the Barbarian mashed up with Conan and Golarion. I don’t feel like that is what I got. Maybe I haven’t read far enough into the book, but I found the information on Starfall, the Technic League and other places a bit bland. This could be because the stuff I am looking for will be in the Technology Guide.
Another issue I had with the book was the lack of Starfall information. As a Campaign setting sourcebook, I expect that kind of information to be in the book. I mean why the change from Rule of Fear, Linnorm Kings, Osirion, Irrisen, etc. I guess it was due to that info being in the Iron Gods AP. If so that irks me as I now have to buy two books (three if you count the Technology Guide) to get all the campaign information that should have been in this book.
Last was the bestiary. While as a GM I appreciate the addition of NPC’s, I really was looking for something more that captured the theme of Numeria. Still what was offered wasn’t all-bad. Maybe in the next Bestiary Hardcover, we will get additional aliens, weird monsters and critters.
Still, overall I liked this book, but I hope when I get back to reading it, the material will inspire me.
Its not the Dominion, though they are making an appearance. IIRC, though, James Jacobs did say that we will learn where the Starmount ship came from and who its pilots were by the end of the AP.
Chestbursters and hi-tech hunters with invisibility, anyone? ;)
I guess one other thing - do keep in mind that in terms of game mechanics, a knowledge check with a DC higher than 10 normally can't be attempted untrained.
I'd also expect the check to reverse engineer a starship computer from scratch with no prior relevant training to be prohibitively high (35+), even for those rare individuals that could attempt the check untrained (bards and loremasters, pretty much).
The notion that someone without a single bit of relevant training could crack open a computer, look at the motherboard, etc., figure out what the heck they're even looking at (remember, Golarion doesn't even have microscopes), and then build working copies without the facilities that are needed to make any of the parts indicates a lack of understanding of how damn complicated computers actually are.
Even a fabricate spell still requires a craft check. Good luck with that!
And if, perhaps by an actual miracle, they actually managed to build one, they'd then need to program it.
I'd also expect that the crap on the starship is way more complicated than Earth technology, since it's several steps past our current tech (autonomous sapient killer robots, and actual nanomachines, among other things).
Now, pacifying the Starmount and actually be able to get in there to study it might make certain things possible. I wouldn't be surprised if the "Continuing the Campaign" for Iron Gods includes the possibility of the party, now having mastered Numerian tech, starting to proliferate it.
I think the other thing to remember is whether or not the people of Numeria would even think to duplicate it. I mean if I had this magical super armor I found under a rock and I could use it to defend my tribe of barbarians from attack I'm more likely to think it was a gift from Gorum then a thing I can even duplicate.I mean if you look at stuff like Authorian legend or even old testament stories you don't see characters floating around trying to remake Excalibur or Moses' river parting snake staff. For all they care these items are gifts of god powered by their devotion. What I'm willing to bet is that we will see way more societies in Numeria that look like cargo cults or the machine cults of 40k, which sounds way cooler in my book then everyone and their mother in Numeria trying to just rebuild or recreate them. Hell we could even have tribes that hate the stuff since giant laser wielding metal men burning you town kind of sucks and having developed measures to defend against them.
Really hoping we'll get a half-robot template that can be applied even to Outsiders (like demons and devils)! I want my half-robot pit fiend and half-robot balor so bad right now I can practically TASTE IT! The real question is what monsters would best fit Doom's Spider Demon? I can't remember if there's an evil outsider that looks like a giant brain with large spider legs.
An advanced giant half-robot neh-thalggu with triple-mounted chainguns and mechanical spider legs! Oooo this gives me GOOSEBUMPS! Thanks for the info/links Tacticslion. I shall send pie (seriously, french silk pie, WHO DOESN'T LOVE THAT)? ^_^
To paraphrase Vlad Taltos of House Jhereg paraphrasing Gildor Inglorion of House Finrod, "No matter how unsubtle the robot, a sword between the synaptic links seriously cramps its style."
cool rules for radiation, alien diseases, gravity fluctuations, nanite infestation and more.
Yeah...in August.
Anyway, I'm not deceived, Paizo. When you say "early June" you REALLY mean "very tail end of June because we're all masochists and love watching Numeria fans squirm".
As long as you are an active subscriber before orders are generated (usually the week before subscriptions start to ship), you'll be included as a subscriber. You can even start a sub after they've shipped but before the next month's book releases and select the previous month's release as your starting product. But you should totally subscribe today. Like right now. Doooo it!
I voluntarily fail my Will save to be compelled to do so.
Seems like any game set in Numeria kinda requires the Technology Guide, though. Or would this book be enough as long as you keep away from any tech stuff?
Iron Gods requires the Technology Guide, absolutely.
Numeria, Land of Fallen Stars will help, especially if your players go off the proverbial rails, but isn't required for Iron Gods. Or, it's as required as "The Worldwound" was for "Wrath of the Righteous."
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
I'm excited for this! I have many different types of campaigns in my head, and one of them is a space exploration type adventure using the campaign setting and Distant Worlds in an alternate universe.
Universe rules,
*No Halflings, dwarves, gnomes, or half-orcs(or Orcs). Sorry.
*Golarian is entirely populated by human, and human related races (Bastards of Golarion) plus elves from Castrovel (in the case of PC races).
*All the other races from other planets exists (including Andriods).
*Every class exists, with minor alterations to fit a more futuristic settings. (magic still exists, but is limited compared to technology).
* Aberrations, Animals, Constructs, Dragons, Humanoids(limited Subtypes), Magical Beasts, Monstrous Humanoids, Oozes, Outsiders, Plants,Undead, Vermin exists.
The campaign would take a group of adventurer's across spaces on an exploration vessel operated by the PCs and a team of NPCs. (think Mass Effect)
Yeah... there's rules in the Technology Guide if you want to make a pit fiend with rocket launcher arms. Never fear! We got you covered!
Uh, awesome, but are these rules crafting rules or something similar to demonic grafts? I was kinda hoping for an template that could easily be applied to monsters (like the Ghost template) with various cybernetic augmentations based on the hit dice of the original monster.
Yeah... there's rules in the Technology Guide if you want to make a pit fiend with rocket launcher arms. Never fear! We got you covered!
Uh, awesome, but are these rules crafting rules or something similar to demonic grafts? I was kinda hoping for an template that could easily be applied to monsters (like the Ghost template) with various cybernetic augmentations based on the hit dice of the original monster.
Since we wanted to make it possible for PCs to have cybernetic implants (and varying degrees of them), they are treated as equipment rather than a template. This helps to balance them as they can be easily incorporated into the existing wealth-by-level system. By making the additions largely modular rather than a standard set of implants, it also means both PCs and NPCs can focus on the specific cybernetic enhancements that best fit their particular mechanical and narrative needs.
I wonder if there is a way to start with some cybernetics at 1st level. If it is treated like magic items then how would a 1st level Vercite get any.
It's probably something like the commonality of guns. On that planet, cybernetics are incredibly common and therefore much easier to acquire as opposed to on Golarion.
So I'm kinda new to this whole subscription deal, and I'm too damn impatient for my own good so I gotta ask: how early do us subscribers usually get the PDFs before they're officially released? I am so hyped for this book!
So I'm kinda new to this whole subscription deal, and I'm too damn impatient for my own good so I gotta ask: how early do us subscribers usually get the PDFs before they're officially released? I am so hyped for this book!
Roughly two to three weeks, depending on when your order ships out. When your order ships out is when you get your PDF. :D