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Zobeck Gazetteer (Pathfinder RPG) $9.99
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Zobeck Gazetteer (Pathfinder RPG)
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Zobeck Gazetteer (Pathfinder RPG)
Publisher: Kobold Press
by Felicia H. [Verified Purchaser]
Date Added: 04/28/2019 14:33:01

The write up for this book is deceiving. There is no Clockwork Domain in this book. There are cleric clockwork spells, but the write up for the domain is in the Midgard Campaign Setting. Also, there is no Gypsy magic. I have no idea where that is, I haven't been able to find it so far in any of the other Midgard books that I have. And last but not least, there are NO Feats in this book.

Besides the glaring omissions, this is a good book. It's mostly fluff with a great write up of the city's past and each district. There are SOME player options which include spells, magic items, and the lust domain. However, most, if not all of the spells appear in Deep Magic. If you want more player options, then pick up the Players Guide to the Crossroads.

Get this book if:

  • You love reading lore
  • If you’re looking to get into Midgard and Zobeck, but don't want to get Deep Magic
  • You want the lust domain
  • If you like potentially game breaking magic items. (looking at you Scoundrels Gambit)

Otherwise skip this one and get the Players Guide to the Crossroads, Deep Magic and the Midgard Campaign Setting.



Rating:
[3 of 5 Stars!]
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Zobeck Gazetteer (Pathfinder RPG)
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 08/20/2015 08:45:06

The Introduction opens with a key question: What is Zobeck? Seems a good place to start, and the text explains how Zobeck is one of the few places in Midgard not to have a feudal overlord since a revolt some 80 years ago kicked out the ruling family... not to mention that it's a trade hub and by all accounts a vibrant and exciting place to live in or visit. If you don't happen to use the Midgard campaign setting, a helpful sidebar explains, it will not take too much adaptation to locate Zobeck in your own game world instead. It's a town with a dark side, a teeming underbelly. It conducts trade primarily by river, and there's a deep, dark forest nearby. Inspiration includes middle Europe, a rich source widely ignored by fantasy game authors.

Chapter 1: A History explains the genesis and growth of this city-state and how its main inhabitants - humans, dwarves, gearforged and kobolds - developed the relationships that they have today. First there were the Fey, who were tricked into a pact that resulted in them becoming the Shadow Fey but gave them so much power that they don't seem to have resisted much. Then kobolds turned up to exploit the wealth they found underground. This annoyed the Shadow Fey who formed an alliance with a human lordling called Stross, who conquered the area and established his own rule... and thus the seeds were laid for what is found today. Interestingly, all the history recounted here is information that any interested character might find out, while it's probably common knowledge to the locals.

Next is Chapter 2: The Free City of Zobeck. This is a survey of the districts that make up the city and the people who live in them. Everyday life, customs, languages, trade... it's all here, vital information for would-be visitors. There are also ideas for adventure scattered throughout, which can be picked up and developed by interested GMs. This chapter ends with notes on the city's neighbours.

Then comes Chapter 3: The Kobold Ghetto which goes into extensive detail about this fascinating district of the city. It may be a tough place to live, but compared to what kobolds have endured in the past it at least provides some security if not much in the way of creature comforts. There's plenty of information and a detailed map to facilitate visits - although non-kobolds do stand out and often get picked upon. Indeed, the ghetto is so alien a place that visitors actually are dazed (as in the condition) for several rounds on entering! There's plenty to see for those willing to brave it, however, and numerous ideas for adventure are provided.

Moving on, Chapter 4: Districts & Locations surveys the most prominent ones, with a 2-page map depicting the entire city and a wealth of notes and details about what is to be found there. There are places to visit, shops to browse in and fascinating individuals to meet... and of course several good taverns to drink (and brawl) in. Scene set, the next chapter - Chapter 5: Gangs, Guilds and Guardians - gets down to explaining the elaborate guild organisations that (at least in their own eyes) control the city as well as the numerous gangs which also lay claim to do so, certainly where the underworld is concerned. You can also find out about the local courtesans, including their habit of getting rival lovers to duel over them. Whilst the city is no longer subject to noble rule, 'society' and courtiers still flourish and those who wish to mix at such rarified levels (or in some way profit from them) will find the details that they need.

This is followed by Chapter 6: Gods, Cults and Relics of Zobeck which sets the religious scene for the city. It's important to know about them even if the party is not particularly religious, as the local deities enjoy meddling and interfering in the lives of mortals. The notes are quite intormative, but those seeking more will find it in the Midgard Campaign Setting. As well as the deities, there are numerous cults and even a group of 'crab diviners' who believe that crabs whisper the truth to them...

Next, Chapter 7: Denizens of Zobeck provides full stat blocks and details of several notable NPCs dwelling in the city, all ready to be woven into your game. Finally, Chapter 8: Magic of Zobeck takes a look at magic as it is practised here. Dominated by the Arcane Collegium, there are some interesting paths of magic and they are explained here: the clockwork school and the Gear domain, along with star and shadow magic which both fall under the school of illumination magic and are held to be unique to the city. For those interested, there are quite a few new spells to study as well as a magic shop to visit and some magical items to keep an eye out for during your stay in the city.

There are a few annoying typos (although you can make out what was intended) and a few references to the Streets of Zobeck supplement: it's probably best to pick up a copy if you want to make best use of this book. Whilst much of the information, especially in the first couple of chapters, covers things that a character might discover through inquiry or research, later material is probably best kept for the GM's eyes only, even where characters born and bred in the city are concerned. Overall, though, it is well-presented and brings a fascinating city to vivid life - the party will remember their visit for a long time to come!



Rating:
[5 of 5 Stars!]
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Zobeck Gazetteer (Pathfinder RPG)
Publisher: Kobold Press
by David B. S. [Featured Reviewer]
Date Added: 02/13/2012 16:01:18

The Zobeck Gazetteer is a fun delve into the inner workings of the "Free City". Designed to fit into Open Design’s Midgard campaign setting (but fine for any fantasy setting), the ZG is a great read for any GM or Player who loves fantasy cities!

After a brief, 4-page history lesson on the city's history, the pdf goes on to describe both the people and cultures that poulate the city and give it life. Typical of most other fantasy cities, the Free City is home to many a fantastic race. The reader is introduced to humans, dwarves, kobalds and gearforged; all typical residents. Other races are considered to be rare, but not wholly unusual. These include elves, goblins, halflings and lizard folk, among others.

Next we are introduced to the various holidays and fairs that are held in the city; my favorite being "We No Work Day", when the kobold population celebrates! It should be noted that this holiday is never celebrated on the same day each year, and may often occur more than once per year.

The true meat of this pdf are the detailed descriptions of the various city districts and the ZG does not disappoint. Each district is given a full page+ of detail, which includes adventure hooks.

In the next chapter, the underside of the city is examined, detailing the various seedy factions that any fantasy city worth it's weight will have.

"Gods, Cults & Relics of Zobeck" is the section devoted to the divine aspects of the city. Highlights include details about the high priest/priestess of each god and what that god expects of his/her worshipers'. Also detailed is a neat form of "Crab Diving". You have to see it to believe it!

My favorite chapter would have to be the "Denizens of Zobeck". The great artwork and NPC descriptions just ooze with flavor, which chould give any GM a ton of adventure ideas.

Lastly, there is the Magic of Zobeck section, which introduces 2 new schools of magic and over 50 spells. Also included are some nifty magic items; many which have nice twists to them.

In closing, this is a solid product. Minor gripes include the omission of an index and the fact that the city map is in black and white and split over 2 pages. But I highly recommend this product for anyone who is in need of a solid city supplement to drop into their fantasy campaign.



Rating:
[4 of 5 Stars!]
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