Explore the First World, the legendary realm of the fey, where reality reinvents itself and strange creatures peddle stranger wares to the unwary. Learn about the godlike Eldest who rule this plane, and how to navigate their fairy courts. Delve for legendary treasures in locations too weird for mortal lands, study the lost origin of gnomes, and bargain with ageless adversaries in a realm where death is seen as a game. Whatever you do, don't blink—because nothing in the First World stays the same for long.
Inside this book, you'll find:
Detailed information on all the Eldest, including overviews of their strongholds and magical boons for their worshipers.
Dozens of bizarre fey adventure locations, from the legendary Witchmarket to the Chittering Tabernacle, with secret histories, maps of prominent cities, and more.
The new feysworn prestige class, allowing you to harness the power of the fairy lords.
New spells and magic items to help you survive the First World, as well as rules for spellcasting in the fey realm and bending the landscape itself to your will.
Six new fey monsters, including the skull-headed escorite and the technology-trashing bulabar, plus a new First World template and suggestions to help you create unique fey foes on the fly.
Pathfinder Campaign Setting: The First World, Realm of the Fey is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy world.
ISBN-13: 978-1-60125-909-7
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For the little you get it is simply not worth the cost. There is a lot of skimming over, but not a lot of detail for my taste. Playable fey races would have been nice.
If you only buy one Pathfinder product this year...
...buy this one twice and give the extra to someone you really like.
This campaign setting guide does a fantastic job of describing the paradoxes of the First World. The descriptions of the Eldest manage to flesh them out as deities, while at the same time maintaining their maddening ambiguities and mystery. The locale descriptions are the same way--an "M.C. Escher meets Hieronymous Bosch" treasure trove of wild verbal imagery.
I've always liked the fey in Pathfinder, and this book only made me love them more.
And the artwork... wow, the artwork. Just. Wow. I wish there were poster prints available of some of the images inside.
There's stuff in here that while reading it, I'd often look away and wonder how they managed to think up something so creative. This type of high fantasy world is wonderful and there's so much contained on the relatively small amount of pages on here. I've never written a review on anything on this site, but this compelled me to do so.
The only problem is getting the players there without seeming like I'm shoe-horning it in just because I wanna play around in the First World :P
Everything about this book is great. The high level background on the First World (time, magic, fey immortality, history) is comprehensive and surprisingly detailed given the limited space they had to work with. The section on the Eldest is fascinating and sets them apart from your ordinary demigods, plus the fey obedience boons are generally very strong, inventive, and thematic. The gazetteer of First World locations provides dozens of great ideas to develop your own adventure locations, and the Bestiary adds several interesting and creative new critters to serve as allies or adversaries.
If it was like the ST:TOS show, Kirk would be hooking up with the fey-of-the-week and be spawning new half-fey & fey-touched beings all across the First World.
Kirk, the Father of Starfleet.
And that's not because of his ability as a starship commander. :P
I seem to remember a discussion that there was a (very) small bit on the Witchmarket in Black Markets, but I don't have that PDF yet. Hopefully this book will have something meaty on it.
I wonder if wood kineticists might receive some minor boosts in here, since their powers are partially tied to the pockets of energy tied to the first world. I'm not exactly asking for much. just some love for an element that has been greatly neglected since its inception. Such as providing it with some extra utility, damaging abilities or even unique ways to improve its already existent tool set.
And while i do know about some of the 3rd party books, genuine paizo support is more preferable to me in the long run.
I wonder if wood kineticists might receive some minor boosts in here, since their powers are partially tied to the pockets of energy tied to the first world. I'm not exactly asking for much. just some love for an element that has been greatly neglected since its inception. Such as providing it with some extra utility, damaging abilities or even unique ways to improve its already existent tool set.
And while i do know about some of the 3rd party books, genuine paizo support is more preferable to me in the long run.
This book seems like it's intended to fit the format of the Books of the Damned and Chronicles of the Righteous, both of which were fairly skimpy on player options - a prestige class, a small number of magic items and spells - so...I wouldn't get your hopes up here...
"Detailed information on all the Eldest, including overviews of their strongholds and magical boons for their worshipers"
All the Eldest are getting art and information about their strongholds. I'll be immersed in Ragadahn and Shyka's articles for a long time. Good bye "studying on the way home/to work".
I hope the monster selection will be as interesting as the Planes of Power one is. Also I wonder if it will have the same format/set up/organized as Planes of Power did?
I hope the monster selection will be as interesting as the Planes of Power one is. Also I wonder if it will have the same format/set up/organized as Planes of Power did?
This book is kind of doing its own thing organizationally, but the closest analogue is the Books of the Damned.