In the
official Pathfinder campaign setting of Golarion, the River Kingdoms is an area
intentionally underdeveloped to give room for the GM and players to create or
import their own fictional creations without clashing against established
canonical countries. The River
Kingdoms are really a couple of dozen small, independent nations that range
from small city-states to bandit fortresses; all they have in common is dependence
on the River Sellen. One of the River
Kingdoms, the Stolen Lands, is the site of the Kingmaker Adventure Path, a campaign that sees PCs carving out
their own state. The Guide
to the River Kingdoms provides short descriptions of 22 different
areas, and although it’s certainly not comprehensive in detail, it provides
enough of an introductory overview to get creative GMs on the right track. Interestingly, each of the areas is written
by a different author, and Paizo was able to get some big names (like China
Mieville and Elaine Cunningham) to contribute.
The inside
front cover is a map of the River Kingdoms, showing the different branches of
the Sellen, notable settlements and ruins, and the wavy borders between the
different kingdoms.
The book
starts with a nine-page overview that talks about life in the River Kingdoms, with
a focus on the Six River Freedoms, an unwritten code that binds the people of the
disparate kingdoms together. There’s also
a good discussion of how those countries that border the River Kingdoms
interact with it. The section concludes
with a brief entry for two minor deities widely worshipped in the River
Kingdoms: Gyronna (hag goddess of hatred, extortion and spite) and Hanspur (god
of rivers and river travel). I thought
this section was really well done, and gives the River Kingdoms a unique niche
in Golarion.
The entire
rest of the book are entries for the River Kingdoms. The entries are either 1 page, 2 pages, or 4
pages long for each kingdom. Each entry
includes a brief introduction, a settlement stat block (not the full version
from the Game Mastery Guide,
unfortunately), and then paragraphs on Government, Notable Sites, Resources,
Adventurers, and (for the longer entries) Adventure Hooks. The entries are in alphabetical order, and it’s
not necessarily clear why some countries got very short entries and others got
longer entries. The kingdoms covered
are:
· * Artume (1 page): Thug-ruled kingdom—forgettable.
· *Cordelion (1 page): Xenophobic kingdom deep in
the forest with elven ancestry—also forgettable.
· *Daggermark (4 pages): Apparently the largest of
the kingdoms, despite having a well-regulated system where anyone can legally hire
assassins to kill anyone else (except military personnel)! I don’t know why anyone would live there, but
the entry is interesting. Five new poisons
are introduced, but they’re pretty boring except for Shamweed (which gradually
buffs the recipients Constitution for a week before turning incredibly nasty)
· *Gralton (4 pages): An interesting country formed
by refugees from the inquisitions in Galt, with nobles forced out of necessity
to take up trades while dreaming of returning to their homeland. I could imagine using Gralton in a storyline.
· *Heibarr (1 page): A cool ghost city.
· *Hymbria (1 page): An elven community with a dark
side—not too shabby.
· *Lambreth (4 pages): Great backstory of a kingdom rescued from
Razmiri encroachment by a savior who was too good to be true.
· *Linerthane (1 page): Nice little story of
idealist paladin with a fortress and big dreams of someday fixing Galt.
· *Loric Fells (1 page): Monster infested.
· *Mivon (4 pages):
Cowards who fled Brevoy while maintaining the Aldori sword-dueling
ethos. The entry includes a good
codified list of rules for Mivoni duelling.
· *Mosswater (1 page): A good adventuring locale: a
town long overrun by merrow.
· *Nystra (1 page): A concept very similar to
Mosswater, but this time the culprit is yellow musk creeper and strange
insect-like gargoyles.
· *Outsea (4 pages): My personal favourite of the
bunch. Written by China Mieville, the
backstory to this place is just crazy-ridiculous-cool. I have an Undine PFS character from Outsea,
aided by a regional trait in Blood of the
Elements.
· *Pitax (4 pages): Interesting,
politically-divided town that is infested by thieves. A good place to start a campaign, as it could
support various themes.
· *The Protectorate of the Black Marquis (2 pages):
Pirate despot town with interesting backstory.
· *Riverton (1 page): Theocracy with a great cult
leader.
· *Scrawning Crossing (1 page): Classic “all
villagers mysteriously disappeared one night” hook.
· *Sevenarches (4 pages): Original kingdom ruled by
druids, with fey support, with no elves allowed due to mysterious disease.
· *The Stolen Lands (4 pages): As I mentioned, this
is apparently where Kingmaker takes
place. From the description here, it’s
hard to imagine why anyone would *want* to make a kingdom in this sh#*hole.
· *Touvette (2 pages): Harsh, lawful kingdom.
· *Tymon (4 pages): Lisa Stevens’ baby, a
gladiatorial kingdom with a constantly reincarnated leader who has been running
the joint for 2,700 years!
· *Uringen (4 pages): Adam Daigle’s baby, a fun
concept of a town partially “unstuck” in a pocket dimension. Great place for adventures that players haven’t
seen before.
As indicated
above, the quality of the entries varies, with some really great ideas and some
fairly generic ones. Although the cover
art is great, the interior art is very much a mixed bag. The bullet point on the back cover about “New
feats, spells, class abilities, and poisons” is literally true but
hyperbolically misleading—this is *not* a crunch book, with only a handful of
player options throughout. In one
respect, however, this is good: with the launch of Pathfinder Second Edition,
this book is just as valuable as it was in First Edition.
All in all,
I’d say this was a solid, average Paizo book.
I wouldn’t rush out to buy it, but I certainly don’t regret owning it
either. Obviously, those running
something like Kingmaker or other
campaigns set in the River Kingdoms will find it indispensable.
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