If you ever wonder how committed Golarion’s designers are to
genre bending, look no further than the Inner
Sea Bestiary, where the very first monster is the android. Clearly this is not your father’s
fantasy role-playing.
(…Except it is, because even the most cursory review of the
pulp forebears of Pathfinder and the world’s oldest role-playing game (once again
I’ll plug Tim Callahan and Mordicai Knode’s Advanced Readings in “Dungeons & Dragons” series) reveals that fantasy
worldbuilders of the past were plenty comfortable mixing lasers, robots, and
aliens in with their sword & sorcery. The Chinese wall separating fantasy and sci-fi is largely a recent
(1980s?) invention…albeit one that feels older than it is (probably because
Tolkien’s discomfort with modernity gave this separation a certain historical
heft).)
Anyway, androids make great NPCs and even great player
characters. Their stat bonuses and
penalties line up exactly how you’d suspect, the nanite surge is a nice special
ability with the potential for facilitating some really cinematic/heroic
moments, and blue circuitry is always cool.
The big question is how prevalent you want your androids to
be and how much they have to hide (or not) to fit in—and what the consequences
are when they don’t. They might be
rare beings who come from only one region, as in Golarion, or they might be as
common as droids (or at least Rodians) in Star Wars. As always, it’s up to you.
An android joins a
new adventuring party incognito, hiding his circuitry beneath sailor’s
tattoos and blaming his stilted manner on his “foreign” heritage and years away
at sea. Unfortunately, one of his
old shipmates saw the android use his nanite surge to rescue a comrade during a
boarding action, and now he stalks the android, hoping to carve off a limb to
sell to a wealthy buyer for study.
Androids in Pellerin
may look alike, but their characters vary widely depending on their mother
forge’s programming. Promise
Keepers keep their race a secret while toiling to unearth a crashed alien
vessel. The Tribe of Rule has
discovered the Plane of Law; craving the approval of the axiomites, they have
begun creating inevitable-like robots of their own. The Midwives bring organic
creatures back to their home forge to be rendered and reconstructed (“reborn”)
into cyborgs. Finally, every
Bladeborn has a list imprinted within its operating code. Who knows what the list was originally
for, but centuries of bit rot have convinced the Bladeborn that this list is a
hit list, and everyone named on it must die.
The Far Home of the
Elves is not some mystical isle or magical realm, as is often supposed, but
another planet entirely. Moreover
the elven race, long rumored to be in a sort of shambolic decline, is actually
nearly extinct. Most “elves” one
meets on the road are androids vat-grown to serve as interlocutors between real
elves and the outside world. The
charade has been going on so long that many common stereotypes of elves—their
legendary aloofness and reputation for rune magic, for instance—are actually just
side affects of android silicon and circuitry.
—Inner Sea Bestiary
3
Numeria: Land of
Fallen Stars arrived at the close of last week, and since a) I was excited
for it and b) it had caused a debate on these very pages, I raced through
it. Golarion fans will be
pleased—it has everything you expect: a short gazetteer; some technological
hazards up to and including radiation, parasitic nanite infestations, gray goo,
and mysterious fluids that will have you rolling on a pretty scary random
results table; major organizations and important adventure sites; and 18 pages
of monsters.
That said, if you’re not
a Golarion fan, this book doesn’t drop quite as effortlessly into a generic campaign
the way, say, Isles of the Shackles
or Into the Darklands might. In part this is because it bridges
several other Pathfinder publications. Certain key monsters (androids and gearsmen in particular) appear
not in this book but in the Inner Sea
Bestiary; we’ll be getting a closer look some of Numeria’s cities in future
Pathfinder Adventure Path issues; and
the juicy my-character-gets-a-jetpack bits are coming in the Technology Guide. So the full pleasure and potential of
this book is likely to unfold in stages from August to January.
My advice for fence-sitters: Browse it in your local game
store. Check out the Numerian
Fluids Side Effects table, the robot and mutant-filled Bestiary, and the
really, really pleasing Adventure Sites section on pages 34–43. That should tell you everything you
need to know, and you’ll be supporting your brick-and-mortar retailer to boot.
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