Pathfinder Campaign Setting: Horror Realms (PFRPG)

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Pathfinder Campaign Setting: Horror Realms (PFRPG)
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Horrors Await Within

Terrors beyond compare lurk in the world's shadows, yet the bravest of Golarion's heroes must face these nightmares again and again. Pathfinder Campaign Setting: Horror Realms helps bring the spine-chilling terrors presented in Pathfinder RPG Horror Adventures to the Inner Sea region and beyond, presenting new rules, detailed ghastly locations, and unnerving character options for your campaign. Inside the pages of this book, you'll find:

  • Information on how the eerie corruptions introduced in Horror Adventures can be incorporated into the world of Golarion, along with details on three new corruptions to vex your players or empower your villains.
  • Seven locations ripe for exploration in horror-themed campaigns, including haunted villages, islands rampant with cannibals and necromancers, and more!
  • Numerous horror-themed class options for characters, including rules for corrupted animal companions, spirits from the depths of space, exploits of the sinister Outer Planes, haunting bardic performances, aberrant eidolons for summoners, and more!
  • Full details on three new categories of variant haunts—incursions into this reality from the First World, miraculous resonances from the gods, and technological surges.

Pathfinder Campaign Setting: Horror Realms is a perfect companion for Pathfinder RPG Horror Adventures, and is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

ISBN-13: 978-1-60125-900-4

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Mixed bag of horror

3/5

Much of my sentiment about Horror Realms echoes what Marco said first. This is just really an expanded review of the sections.

This volume opens with 2 pages of useless fiction. I know fiction is getting the runaround these days, but it doesn't belong here.

Next, we head into the rules section. Quirks are a flavourful way to increase the horror factor. These would've made great campaign traits if rules were added. I don't use the arcanist in my games, but the exploits look good mechanically and flavour-wise. These would also be great to build NPCs around. Bards gain new sanity reducing performances and the mute musician archetype. I'm not sure how good the mute musician is, but it seems especially geared toward Horror Adventures with a strong prevention and infliction of mind affecting abilities. Accursed animal companions seem like a great way to add horror and consequence to treating loyal companions as meat shields. The scarred monks has a variety of thematic powers to choose from, each adding a variety of effects to a character. The face collector in particular creates interesting RP potential. Eidolons can now gain extra aberrant traits and spells from the psychic list. The biggest drawback about the rules section is that so many rules books are required to get the most out of it. Haunts close out the rules section at the end of the book and seem mechanically good as well as flavourful.

Each of the regions presented was also given suggestions for which horror trope it would best fit, which I loved. I think I would've preferred a region for each trope, instead of multiple ideas for a region, however.

I did not find the witch fen particularly creative or innovative. Likewise, Farnvale would've been great if Raging Swan hadn't already done the same theme better. In fact the similarities are so close, how is this not plagiarism? Likewise, Kalva could've used more of a dark fantasy theme. I felt it was too broad of focus to be any good. The mushrooms were a great idea, and maybe this could've been better presented in the Underdark? Uskheart presents interesting druid followers of Zon Kuthon, however the locations are largely uninspiring. It felt to me like just another cliche group of spiteful druids with variant woodland animals.

But there are some gems in this section. The first few pages of Geb are extremely well done. Great writing, evocative locals and a very alien feel to traditional fantasy places make this one of the outstanding entries. Hopefully the new Geb book is this good. Shenmen takes us to Tian Xia, and it is a very atmospheric place of ghosts and spiders with an excellent RP aspect. Satravah was the standout location in this volume with a really thematic and interesting location and background. If this had been fleshed out to the standards of Raging Swan's Village Backdrops, it would've been truly outstanding.

So is it worth getting? Depends what you want out of it. The rules seem pretty good, if that's your main draw. If you want horrific locations, look to Raging Swan's Village Backdrop series and read the summaries and reviews there. You'll find much more to your liking. I wouldn't pay more than half price for this one.


Very good new rules, locations are so so, great art, crude maps!

4/5

GOOD:
The new Arcanist exploits, Bardic Masterpieces, Mute Musician (bard) archetype, Accursed companion rules, Scarred Monk archetype, 14 oracle curses, Dark Tapestry Shaman Spirit and Abberant Eidolon are mostly good to great both for players and NPCs.
The Farnvale, Crabfield Island & Shenmen locations invoke lots of adventure ideas.
Most of the interior creature illustrations.

BAD:
The Crown of the World, Kalva, Uskheart & Vale of honorless graves locations are unimaginative imo.
The location maps leave much to be desired.

UGLY:-


201 to 250 of 279 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Grand Lodge

2 people marked this as a favorite.
Adventure Path Charter Subscriber
Dragon78 wrote:
Skeld, do have a favorite art piece in this book?

I'm split between the Vampire Seoni versus Valeros picture and the Demon/Succubus corrupted Witch.

I like them both.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber
Luthorne wrote:
Fourshadow wrote:

Isn't the iconic witches name "Feya" and not "FReya"? I could be wrong...have been many times before.

Thanks for the info, Skeld. That Vale in Ustalav sounds very intriguing...well perhaps horrifyingly cool?

Technically, it's Feiya.

Meh. I don't know half their names. I'll just call her the "Witch" kinda like I do with the Magus.

-Skeld


Skeld wrote:
Dragon78 wrote:
Skeld, do have a favorite art piece in this book?

I'm split between the Vampire Seoni versus Valeros picture and the Demon/Succubus corrupted Witch.

I like them both.

-Skeld

They did what to Feiya?! As if she wasn't attractive enough already! Only my fave rendition of all the archetypes.

Thanks Luthorne...I had wondered if I had misspelled it too. Sure did.


Skeld wrote:
Thomas Seitz wrote:

Skeld,

Did they happen to mention WHERE in Ustalav that one location is? I mean is it near a town or what?

Yes, Satravah.

-Skeld

Skeld, I'm not finding such a place in Ustalav. You sure you spelled it correctly? Or maybe it's not in Ustalav?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber
Thomas Seitz wrote:
Skeld wrote:
Thomas Seitz wrote:

Skeld,

Did they happen to mention WHERE in Ustalav that one location is? I mean is it near a town or what?

Yes, Satravah.

-Skeld

Skeld, I'm not finding such a place in Ustalav. You sure you spelled it correctly? Or maybe it's not in Ustalav?

I checked and it's spelled correctly...

Spoiler:

It's referred to as a "tiny settlement" and the stat block defines it as a Hamlet. Perhaps it hasn't appeared in print before. Satravah is located in "remote Ulcazar in Ustalav’s heart," so maybe that helps you narrow it down.

Sorry; my Ustalav geography isn't that great.

-Skeld

Dark Archive

Pathfinder Adventure Path Subscriber
Skeld wrote:
Thomas Seitz wrote:
Skeld wrote:
Thomas Seitz wrote:

Skeld,

Did they happen to mention WHERE in Ustalav that one location is? I mean is it near a town or what?

Yes, Satravah.

-Skeld

Skeld, I'm not finding such a place in Ustalav. You sure you spelled it correctly? Or maybe it's not in Ustalav?

I checked and it's spelled correctly...

** spoiler omitted **

-Skeld

Was wondering Cool that Ulcazar county gets some love!


Skeld,

No worries! Ulcazar has LOTS of little hamlets not mentioned in the geographical overview(s) done so far.

Thank you thought for your due diligence! It's greatly appreciated.


I take the Aberrant Eidolon is Unchained Summoner only?

I wish Paizo would also not ditch those of us who use the original Summoner, I feel like they're catering to the new one too much.

Grand Lodge

Adventure Path Charter Subscriber
Thomas Seitz wrote:

Skeld,

No worries! Ulcazar has LOTS of little hamlets not mentioned in the geographical overview(s) done so far.

Thank you thought for your due diligence! It's greatly appreciated.

You're welcome.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber
Geramies wrote:

I take the Aberrant Eidolon is Unchained Summoner only?

I wish Paizo would also not ditch those of us who use the original Summoner, I feel like they're catering to the new one too much.

It says it's designed for the Unchained Summoner.

-Skeld


Geramies wrote:

I take the Aberrant Eidolon is Unchained Summoner only?

I wish Paizo would also not ditch those of us who use the original Summoner, I feel like they're catering to the new one too much.

Yes, it does feel that way to me. Not interested in Un-Summoner at all.

Silver Crusade

Geramies wrote:

I take the Aberrant Eidolon is Unchained Summoner only?

I wish Paizo would also not ditch those of us who use the original Summoner, I feel like they're catering to the new one too much.

It's not really catering if it's the default one now. I haven't seen anything released for the Chained Summoner ever since Unchained came out.


Are Shenmen's (relations with its) neighbors detailed beyond "they're enemies"?


Skeld wrote:

If you've got questions, I've got answers.

-Skeld

Anything for Monks/Brawlers?


Secret,

I don't believe there is but I could be wrong!


Spoiler:
Any info on the Crown of the World that can be shared ? does it feature any locales north of Mendev ?


I wonder if the following horror locations are explored:

Doga-Delloth: Home of the Urdefhans.

Ilvarandin: Home of the Intellect Devourers.

Denebrum: Home of the Neothelids.

Yoha’s Graveyard: Where Moxix and it's insane cult dwells.

Ganagsau: Where the Blood Queen lairs and produces the Kuru.

Dark Archive

Berselius wrote:

I wonder if the following horror locations are explored:

Doga-Delloth: Home of the Urdefhans.

Ilvarandin: Home of the Intellect Devourers.

Denebrum: Home of the Neothelids.

Yoha’s Graveyard: Where Moxix and it's insane cult dwells.

Ganagsau: Where the Blood Queen lairs and produces the Kuru.

Sadly none of them are.

Go back 1 page and check post #166 by Skeld, he has put the locations in a spoiler tag.

Paizo Employee Contributor—Canadian Maplecakes

3 people marked this as a favorite.
Berselius wrote:

I wonder if the following horror locations are explored:

Doga-Delloth: Home of the Urdefhans.

Ilvarandin: Home of the Intellect Devourers.

Denebrum: Home of the Neothelids.

Yoha’s Graveyard: Where Moxix and it's insane cult dwells.

Ganagsau: Where the Blood Queen lairs and produces the Kuru.

Just a heads up, while you won't find anything on those locations in this product, you'll find more about Ilvarandin in Pathfinder Campaign Setting: Lost Cities of Golarion. Meanwhile, Denebrum gets a write-up in Pathfinder Campaign Setting: Occult Realms. Finally, Doga-Delloth is given some detail in the urdefhan portion of Pathfinder Campaign Setting: Darklands Revisited, <<Shameless Plug: I wrote that section>>.

That being said, I would still give Horror Realms a shot, as it details a lot of locations not previous detailed in Golarion's history, as well as some locales people have been asking about for quite some time!


Aberrant Eidolons:
On my read of the book, I'm not sure how aberrant eidolons are supposed to interact with the vast majority of published evolutions. Not clear that they can select any evolutions not published in this specific book. Any guidance available?

Silver Crusade

Friendlyfish wrote:
** spoiler omitted **

??

Why wouldn't they be able to select other evolutions?


Aberrant eidolons can select other unchained evolutions as normal, provided those evolutions don't list alignment subtype or a particular type of eidolon (like claws and many other natural attack options do). The aberrant base form also removes any base form-dependent options. That said, tentacle mass is a good deal for natural attacks. (I forgot to check if that was primary or secondary...) It works much better than the fey or shadow eidolons, since it gets its own additional evolution options.


3 people marked this as a favorite.
Rysky wrote:

SUCCUBUS CORRUPTION!

SQQQQQQQQQQQQUUUUUUUUUUEEEEEEEEE!!!

{cursor hovers over Add PDF link} Must. stay. on budget...

Silver Crusade

1 person marked this as a favorite.
Ambrosia Slaad wrote:
Rysky wrote:

SUCCUBUS CORRUPTION!

SQQQQQQQQQQQQUUUUUUUUUUEEEEEEEEE!!!

{cursor hovers over Add PDF link} Must. stay. on budget...

If it helps your decision any it's not specifically a Succubus Corruption, but it's very easy to tailor it as such.


2 people marked this as a favorite.
Rysky wrote:
Ambrosia Slaad wrote:
Rysky wrote:

SUCCUBUS CORRUPTION!

SQQQQQQQQQQQQUUUUUUUUUUEEEEEEEEE!!!

{cursor hovers over Add PDF link} Must. stay. on budget...
If it helps your decision any it's not specifically a Succubus Corruption, but it's very easy to tailor it as such.

Ah, ok. Then I can wait a couple weeks.

Silver Crusade

1 person marked this as a favorite.
Ambrosia Slaad wrote:
Rysky wrote:
Ambrosia Slaad wrote:
Rysky wrote:

SUCCUBUS CORRUPTION!

SQQQQQQQQQQQQUUUUUUUUUUEEEEEEEEE!!!

{cursor hovers over Add PDF link} Must. stay. on budget...
If it helps your decision any it's not specifically a Succubus Corruption, but it's very easy to tailor it as such.
Ah, ok. Then I can wait a couple weeks.

... I think Liz just felt some phantom pain.


QuidEst wrote:
Aberrant eidolons can select other unchained evolutions as normal, provided those evolutions don't list alignment subtype or a particular type of eidolon (like claws and many other natural attack options do). The aberrant base form also removes any base form-dependent options. That said, tentacle mass is a good deal for natural attacks. (I forgot to check if that was primary or secondary...) It works much better than the fey or shadow eidolons, since it gets its own additional evolution options.

I should be more precise. I'm reacting to the fact that for any other natural attack evolution, the aberrant eidolon is unlisted and therefore, de facto, the only attack mode legal for the aberrant eidolon is the tentacle mass.

I doubt this was intended. Even the model Aberrant base form has a bite attack listed, yet apparently this is not legal.

Clarifications on legal natural attack evolutions for the aberrant eidolon would be useful as I think they were inadvertently omitted.

Silver Crusade

Friendlyfish wrote:
QuidEst wrote:
Aberrant eidolons can select other unchained evolutions as normal, provided those evolutions don't list alignment subtype or a particular type of eidolon (like claws and many other natural attack options do). The aberrant base form also removes any base form-dependent options. That said, tentacle mass is a good deal for natural attacks. (I forgot to check if that was primary or secondary...) It works much better than the fey or shadow eidolons, since it gets its own additional evolution options.

I should be more precise. I'm reacting to the fact that for any other natural attack evolution, the aberrant eidolon is unlisted and therefore, de facto, the only attack mode legal for the aberrant eidolon is the tentacle mass.

I doubt this was intended. Even the model Aberrant base form has a bite attack listed, yet apparently this is not legal.

Clarifications on legal natural attack evolutions for the aberrant eidolon would be useful as I think they were inadvertently omitted.

???

I'm not understanding, they come with bite and tentacles.


Friendlyfish wrote:
QuidEst wrote:
Aberrant eidolons can select other unchained evolutions as normal, provided those evolutions don't list alignment subtype or a particular type of eidolon (like claws and many other natural attack options do). The aberrant base form also removes any base form-dependent options. That said, tentacle mass is a good deal for natural attacks. (I forgot to check if that was primary or secondary...) It works much better than the fey or shadow eidolons, since it gets its own additional evolution options.

I should be more precise. I'm reacting to the fact that for any other natural attack evolution, the aberrant eidolon is unlisted and therefore, de facto, the only attack mode legal for the aberrant eidolon is the tentacle mass.

I doubt this was intended. Even the model Aberrant base form has a bite attack listed, yet apparently this is not legal.

Clarifications on legal natural attack evolutions for the aberrant eidolon would be useful as I think they were inadvertently omitted.

It seems intentional. (The previous two times didn't include any natural attack options, and were more likely mistakes.) Base forms frequently ignore the limitations of chosen evolutions. You'd get bite, but not the option to take it again to improve it. You can also get slam attacks, wing buffet, and rake for more natural attacks.

Silver Crusade

QuidEst wrote:
Friendlyfish wrote:
QuidEst wrote:
Aberrant eidolons can select other unchained evolutions as normal, provided those evolutions don't list alignment subtype or a particular type of eidolon (like claws and many other natural attack options do). The aberrant base form also removes any base form-dependent options. That said, tentacle mass is a good deal for natural attacks. (I forgot to check if that was primary or secondary...) It works much better than the fey or shadow eidolons, since it gets its own additional evolution options.

I should be more precise. I'm reacting to the fact that for any other natural attack evolution, the aberrant eidolon is unlisted and therefore, de facto, the only attack mode legal for the aberrant eidolon is the tentacle mass.

I doubt this was intended. Even the model Aberrant base form has a bite attack listed, yet apparently this is not legal.

Clarifications on legal natural attack evolutions for the aberrant eidolon would be useful as I think they were inadvertently omitted.

It seems intentional. (The previous two times didn't include any natural attack options, and were more likely mistakes.) Base forms frequently ignore the limitations of chosen evolutions. You'd get bite, but not the option to take it again to improve it. You can also get slam attacks, wing buffet, and rake for more natural attacks.

Ah, okay, had to look up the Unchained Eidolon to see what was causing my confusion.

I'd say you can take the bite evolution again because they have it to begin with, just because they didn't reprint that specific evolution shouldn't cut it out from them.


… so, remember how Spirit Summoner let us start grabbing Shaman hexes with Summoner?

And you know how the new Shaman spirit includes a hex that applies the advanced template to a summoned or called creature regardless of whether or not it was a spell that you used to fetch it?

Looks pointedly at eidolons.

The Exchange

Question to devs: Section 15 of the OGL in this book says:

"Pathfinder Campaign Setting: The First World, Realm of the Fey © 2016, Paizo Inc.; Author: James L. Sutter."

NOT (something like)

"Pathfinder Campaign Setting: Horror Realms © 2016, Paizo Inc.; Author: James L. Sutter."

Is it correct that it should be referenced in other products Section 15 as

"Pathfinder Campaign Setting: The First World, Realm of the Fey © 2016, Paizo Inc.; Author: James L. Sutter."

??


I think that's an error, John Reyst.

Dark Archive

I really love Aberration Eidolon and example picture for it xD

RPG Superstar 2009 Top 8

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.


James F.D. Graham wrote:

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.

I second this! Would love to know more about 'haunted bardic performances'!


Pathfinder Starfinder Society Subscriber

Given what one of the Paizo folks said about what a monstrosity the pre-Unchained Eidolon was, I am slightly disappointed that the Aberrant Eidolon does not have the option of an Extra Butt evolution that can be taken as often as desired.


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

Something seems to be off with this book's OGL page. Not only does the OGL section 15 think that this is Pathfinder Campaign Setting: The First World, Realm of the Fey, the ad on the lower half has blurbs for books like Fey Revisited, Death's Heretic and the Kingmaker AP, which fit nicely for the First World book, but the pictures associated with these blurbs are from other books that fit well with Horror Realms. Weird. :-)


1 person marked this as a favorite.

Yeah, weird. {continues random key mashing and mouse clicking on Sutter's PC}


Fourshadow wrote:
James F.D. Graham wrote:

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.

I second this! Would love to know more about 'haunted bardic performances'!

No details on these yet?

Please?


Hard copy on the way! Can't wait to dig into this baby!


Sorry Four, I can't help.

I can say that I enjoyed reading that stuff about Zon Kuthon. :)


Fourshadow wrote:
Fourshadow wrote:
James F.D. Graham wrote:

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.

I second this! Would love to know more about 'haunted bardic performances'!

No details on these yet?

Please?

They're pretty good! They range from "get a tune stuck in everybody's head" to "back off or eat negative levels." As usual, it's still a bit hard to commit to them over another spell.


Whoo, finally got my copy. Wow, the curses of corruption, fourteen new oracle curses...and the lore for the lich one is certainly interesting in its implications. Aberrant eidolon is pretty cool, and I like that the aberrant base form is available to daemons, demons, and elementals as well as aberrant eidolons. Some fun evolutions as well. The arcanist exploits look kind of fun...too bad I have no interest in arcanist. Now, if there was a sorcerer archetype that swapped out some or all of their bloodline for exploits or somesuch... Accursed companions also have some interesting lore about animal companions...though a lot of the options are pretty disgusting.


QuidEst wrote:
Fourshadow wrote:
Fourshadow wrote:
James F.D. Graham wrote:

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.

I second this! Would love to know more about 'haunted bardic performances'!

No details on these yet?

Please?

They're pretty good! They range from "get a tune stuck in everybody's head" to "back off or eat negative levels." As usual, it's still a bit hard to commit to them over another spell.

True but now thanks to Advanced Versatile Performance, you don't have to! :)


Luthorne wrote:
Whoo, finally got my copy. Wow, the curses of corruption, fourteen new oracle curses...and the lore for the lich one is certainly interesting in its implications.

Fourteen new oracle curses? Can we get some more information on them? At the very least, are there any that cause physical changes/transformations in their victims like 'Wolfscarred' does?


3 people marked this as a favorite.
Eric Hinkle wrote:
Luthorne wrote:
Whoo, finally got my copy. Wow, the curses of corruption, fourteen new oracle curses...and the lore for the lich one is certainly interesting in its implications.
Fourteen new oracle curses? Can we get some more information on them? At the very least, are there any that cause physical changes/transformations in their victims like 'Wolfscarred' does?

Every corruption gets a mini-version as an Oracle curse! Physical changes are mostly superficial or just impose social skill penalties. Hive comes with being able to produce an organic acid flask, and it eventually gets a little natural armor. That said, some of them grant polymorph spells. Also nice- granted spells say what level they are for you.

Fun fact: Promethean pretty much doesn't have a drawback. Take one point of Con damage per day (which resting heals, and ability damage does nothing until you get two points), and prevent the first point of physical ability damage you take the rest of the day. As usual for low-drawback curses, though, it doesn't grant much, just ability damage/drain avoidance.


Thanks for the information, QuidEst.

Dark Archive

I havn´t yet had time to read the book cover to cover, but what i can say about it is that the maps are a real letdown due to being very simple and crude as opposed to the detailed maps in "Inner Sea Temples".
That is something that is bothering me lately.

I´ll put up a detailed review next week.


QuidEst wrote:
Fourshadow wrote:
Fourshadow wrote:
James F.D. Graham wrote:

May I ask for a touch more detail on what 'haunted bardic performances' entail?

I have a dirge Bard character and this might be directly relevant to his interests.

Thank-you.

I second this! Would love to know more about 'haunted bardic performances'!

No details on these yet?

Please?

They're pretty good! They range from "get a tune stuck in everybody's head" to "back off or eat negative levels." As usual, it's still a bit hard to commit to them over another spell.

"Back off or eat negative levels" sounds intriguing! Thanks for at least that.

How many of these haunting performances are there? I'm guessing they are Masterpieces?

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