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Whispers of the Dark Daeva (5th Edition)
by Megan R. [Featured Reviewer] Date Added: 12/27/2016 09:21:59

This adventure is set in an amazing city called Parsantium. Although there's sufficient material within its pages for you to run it, for best effect go and grab a copy of Parsantium: City at the Crossroads - if you like intricate cities you won't regret it.

The first section, Running the Adventure, explains the background to the adventure which involves an ancient evil reaching forth once more and provides a brief introduction to Parsantium and an adventure summary. There's a detailed run-down of the ancient evil in question, and some hooks to help get the party involved in the adventure. There's a major festival soon, and quite understandibly folks would like it to be free of ancient evils.

Then the adventure proper begins, for once not in a tavern... it just leads to one later on. Not straightaway, however, the action begins with someone running amok on the docks. As events unfold, the party discovers that this is but the latest incident in a series of bewildering brawls that have involved people not normally known for being violent. Neatly, if the party isn't moved to investigate on its own, they'll be asked to find out what is going on and put a stop to it. Along the way there's an exciting and cinematic chase across a floating village and plenty of interesting people to talk to before they get to that tavern, and there are also opportunities for research as well as for action.

The tavern itself is well-described and there's a neat way in which some characters might pick up on there being something wrong even before they start delving below through the tavern cellar to the terrors that lurk in the sewars beneath. Never mind any ancient evils, the smells and sights of the sewars are bad enough - enjoy the atmospheric descriptions as the party explores...

The finale is suitably climactic, and there are notes to help you deal with the party's success or failure as appropriate. Overall it makes a stirring adventure which gives the party a chance to make a name for themselves at least in this corner of town. It's full of neat tricks to build up atmosphere and add to the realism of the town as well as to provide a suitably creepy feel that grows along with the body count!



Rating:
[5 of 5 Stars!]
Whispers of the Dark Daeva (5th Edition)
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Whispers of the Dark Daeva (5th Edition)
by Timothy B. [Verified Purchaser] Date Added: 12/24/2016 23:17:46

As a long-time fan of the Parsantium setting and a 13th Age GM, this adventure has a lot going for it. First, kudos to the author for including a half page detailing the Parsantium icons that are likely to be involved with this adventure and how they'd fit in. In 13th Age, icons are impartant for both building stories and for the mechanical benefits derived from PC relationships with icons, and this goes a long way to making the adventure easier to run with 13th Age, even though the stats are for 5e.

Without wanting to spoil too much, I'll say that I enjoy the mechanic that ratchets up the tension as a result of NPC death toll rising as the party goes through the adventure. A smart group of PCs will find non-lethal solutions or they'll face a more challenging adventure. You don't often see adventures written that encourage characters not to go "murder hobo" on most of what they encounter. It was nice to have an in-story reason why the group will want to think twice about this approach.

The inclusion of ideals, bonds, and flaws for the NPCs is helpful in easily picking up this adventure and running these NPCs without needing a lot of prep. While D&D 5e isn't my game of choice, I've run and played a fair amount of it, so it's easy enough to take the monsters and find/create 13th Age interpretations. Several of the monsters can be found in the 13th Age core book or bestiary. Others (such as a couple giant animals found in the adventure) can probably be reskinned from existing giant animals in the core book.

If Parsantium is part of your campaign, this adventure will serve as a nice starting point for a new group of characters. I would have liked to see suggestions on how to use this adventure for a range of levels, rather than just 1st level. In 5e, PCs don't stay at 1st level for long -- they're typically level 2 after just a session or two. So this adventure isn't going to be challenging enough for groups that aren't just starting out. I don't hold this against the adventure: it clearly states that it's a level 1 adventure, and the challenge seems about right, but it would have been a nice-to-have.



Rating:
[5 of 5 Stars!]
Icons of Parsantium
by Thilo G. [Featured Reviewer] Date Added: 01/19/2016 03:13:23

An Endzeitgeist.com review

This massive pdf clocks in at 47 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with 42 (!!!) pages of content, so let's take a look!

Richard Green's Byzantine-analogue fantasy city of Parsantium is easily one of the most unique settings I've read all year: While mostly setting-agnostic, the city's unique backdrop and flair rendered Parsantium a wonderful breath of fresh air among all too many redundant concepts. This year, I also saw a broadening of my focus, extending my reviews to covering 13th Age, among other systems, amid my portfolio.

If you've read my reviews of 13th Age core supplements, you may have noticed that I love the system and certain components of the Dragon Empire setting - but the icons are not one of the components I like. The default icons pretty much are archetypes in the traditional sense and only in recent supplements and some tidbits, the icons slowly are getting a kind of identity that transcends bland fantasy fare. If you're planning on using 13th Age properly with a given campaign setting, you'll need to determine unique icons for the setting - and this supplement does just that.

After a neat b/w-map of the surrounding country as well as foreword by none other than one of 13th Age's creators, Rob Heinsoo, we immediately introduced to the respective icon-write-ups and their level of detail is significant: The write-ups sport a sample quote, notes on the usual location where the icon can be found, detailed common knowledge as well as advice for handling adventurers and their relationship with the icon. Champions and followers, allies and adversaries, enemies, the icon's history - all covered...including "The True Danger" - so yes, everything you'd expect is here...and more.

The pdf also covers two racial write-ups for use as PCs: Gnolls and Vanara. Gnolls get +2 Con or Dex and a racial power that makes piling on foes more lethal. Vanara receive +2 Dex or Wis and get a racial power that allows them to disengage 1/battle as a free action - annoyingly called "pop free from an enemy" in the rules-language. sigh

Oh well, you're here for the icons, right? So what are they? Well, first we'd have the Archbishop, His Radiance Arcadius, head of Helion's church, a devout and pious scion of civilization who is as strong as his faith...rendering him susceptible to some nasty ploys, but also extremely powerful. The Basileus Corandias XVIII the Lionlooded would be the city's sovereign, the emperor-analogue, if you will. Of course, the underworld has a similar ruler, The Boss of All Bosses, the informal fourth tribune of the city ultimately makes for a compelling character that diverges enough from the Prince of Shadows to be interesting. There also would be the Great Caliph Faisal al-Aqil: Scholar, astronomer and conqueror of Parsantium - which, if you're not yet familiar with the city, should make one thing clear: The power-dynamics of Parsantium are much more unique, less monolithic and thus more rife for adventure than those of the default icons.

Parsantium, however, is also home to a Dragon, a bronze who, in times of need, has risen to defend the city - but for which ultimate agenda, no one knows as the dragon walks the streets well-disguised, while hunted by the agents of darkness. The Emperor of the Jade Throne further complicates the net of allegiances of the political landscape of the icons here - obviously an Eastern-inspired ruler who has significant interests in the city...and a dire feud versus the Gnoll Khan, for it is the gnolls that stand in for the nomadic, raiding hordes of the Mongols in real world history, being led by the Grand Khan of the Gnolls.

Arcanists obviously also are represented - here, by the Grand Master of the Blue Lotus, who not only is the foremost wizard of his massive esoteric order. In a twist on the classic trope, the vanara is actually a champion of the downtrodden and common people! Haven't seen that one before - kudos! The Lady of Summer Kingdoms, as alluring as she is dangerous, would be obviously a Fey Queen - and one that may, with her capricious whims, bring e.g. the Archbishop to his kneed. The Maharani, a half-deity, rules over the analogue of India and her massive realms. Similarly, but in a more sinister way, the legendary mummy of Queen Merytnofru is gathering hordes to recreate her massive erstwhile kingdom.

The paladins of the Platinum Knights would be a force for order and civilization from the predations of the green-skins, adding an implicit angle of interesting prejudice to the mix. That's not all, though: The dread Rajah of Rakshasas is also playing his game in the city and the Water Lords, elected rulers of Loranto, could be considered to be pseudo-Venetian schemers united in the goal of securing maritime supremacy...and then, there is, finally, the legendary witch of Flotsam - a mysterious crone, black market dealer...and apothecary.

Do you notice something? Even in my admittedly brief summaries of these icons, you'll notice ambiguity: Even the more villainous icons have angels that make them appropriate for heroes...and vice versa. The collection of these icons inspires, provides the potential for not one, but a vast array of potential story-lines...and the book does not end there.

For your convenience, each icon sports positive and negative 5 + 6 entries for the icon's respective relationship dice - and yes, these entries are intriguing and helpful indeed...and then there would be the handy glossary and the secret information provided, which contains some truly intriguing hooks to develop...and no, I'm not going to spoil them here.

Conclusion:

Editing and formatting are top-notch, I noticed no significant glitches. Layout adheres to a printer-friendly 2-column b/w-standard. Interior art is a blending of the color art you see on the cover and b/w-artwork - it does its job, though I wished each icon had its own artwork. The pdf comes fully bookmarked for your convenience.

Richard Green's Icons of Parsantium are absolutely STUNNING: They walk a tight line and manage to keep the balance...between what? Well, you see, if the icons diverged too much from 13th Age's core icons, we would have an issue regarding adventure-conversion. If they remained too close to the default icons, they'd be unnecessary. Quite the contrary is the case, but let me elaborate: 13th Age, as presented in the core book-line, is pretty much a system with a certain intended playstyle that extends to the stories told: Full-blown, in your face high fantasy. The thing is, the system would support more playstyles, but the global scale and relatively one-dimensional icons of the base setting do not lend themselves particularly well to shades of gray moralities, politics or less global campaigns...which I always considered a pity.

Enter this book. Sure, you can consider and use the icons herein very much the same way as 13th Age's default icons - but they have more depth and diversity to them: The icons herein are very much tangible; they are characters with names, histories etc....and yes, they may die and fail and struggle. What we have here are proper characters with ambiguous, versatile uses...that lose none of the icon's required gravitas. Even if you're not interested in Parsantium (why?), I pretty much can guarantee that, if you're even remotely interested in a more down-to-earth or sword and sorcery-esque version of 13th Age, the icons here will provide inspiration galore for your own designs...or make for great scavenging material. I have no significant gripes whatsoever I can field against this great book and indeed, will probably revisit Parsantium with 13th Age-rules, just to sue these icons more. My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Icons of Parsantium
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Parsantium: City at the Crossroads
by Thilo G. [Featured Reviewer] Date Added: 07/02/2014 04:26:01

An Endzeitgeist.com review

This massive city sourcebook clocks in at a brutal 178 pages, 1 page front cover, 1 page blank inside the front cover, 1 page editorial, 1 page ToC,1 page SRD, 1 page back cover, leaving us with a whopping 172 pages of content, so let's take a look, shall we?

Author Richard Green kicks off the book by telling of its genesis - the city's inspiration would essentially be a Byzantium-inspired metropolis, closer to far-east influences than our real world equivalent was - and of course, as one glimpse at the superb 2-page map by Jonathan Roberts (Yes, THE Jonathan Roberts - you know the Fantastic Maps/Song of Fire and Ice-cartographer!) tells us, the city is vast and detailed. Nestled around a massive river delta flowing into the ocean, the city covers the north and south banks with its sprawling streets, while the merchant quarter, situated on the central island, the walls, the extents of the harbor and docks just feel right- all of these, at a glance, convey the believable illusion of a city that actually could have existed and developed. It may be a small thing, but people tend to note when settlements feel inorganic, constructed. This one feels RIGHT, including wards extending beyond the confines of the city walls, which also separate the respective wards. Even the array of streets, the bridges - all of these feel like they belong and this is seriously not an easy task to achieve, especially for a city of this size.

Now, as befitting of a city f this size, we kick off with an overview from the ruler, the so-called Basileus Conrandias XVIII and his less than popular consort (nicknamed Mendatrix - two brownie-points if you can guess the meaning, though the pdf explains for the less-linguistically-inclined among us) to the city's history and quarters and development. With a good overview out of the way, you'll be happy to note that the city gets a full-blown PFRPG-city statblock complete with demographics etc..

Now if you've been to Athens, Rome or Venice (or less famous: Rothenburg, Dresden...), you'll notice something peculiar about these cities - they have a kind of living, breathing flair, their very own mythologies steeped in stone and ready to be discovered at your leisure, if only your eyes are open and your mind (and literature/language-skills) sharp. Much of this has developed slowly over the ages, with the very rocks of the pavement, the ancient monuments speaking a language for those inclined and willing to hear. Ah, how glorious must that be in a world, where fantastical elements actually exist? Well, here's the crux - Parsantium's massive history, including a timeline stretching almost 2000 years, actually manages to lay the foundation for just such an endeavor - the basic mythologies of the place are in place.

Now a city sans people is just a ruin waiting to happen and the roles of the races, including dragonkin and gnolls as well as the default-races and their respective roles within the context of Parsantium are provided - but how are your player characters going to fit in? Well, know my ranting about boring character traits? Well, herein are traits (called character backgrounds) that allow you to customize your character within the confines of Parsantium.. Now in contrast to most traits, these actually come with extensive fluff-text detailing the precise implications and possibilities growing from these, making them so much more compelling. On a nit-picky side - why not call them properly "traits"? Why are the bonuses of the backgrounds untyped and not trait-bonuses? Nothing to break the content here, but good indicators that the focus on the narrative potential here is warranted.

Now beyond people, of course, government (with classic style b/w-artworks for the rulers), law and structure in general shape a city's life and experiences - and from bureaucracy, the Strategos, tribunes to praetor and council and yes, even FINES for crime and the respective punishments are included here. Don't believe these influence and mirror a society/are important? I'd suggest Michel Foucault's "Discipline & Punishment" - and the punishments detailed here actually conform much to the proper etiquette of punishment and the city's culture technology-level work well with these in context. Then again, you might not care at all, but the culture science-teacher in me rejoices when I see things make sense.

Speaking of making sense - from city watch to possible sources of entertainment like chariot races, local festivals, bathhouses, brothels and drugs to proper greeting and social customs and even superstitions, trade-routes and currencies, this chapter misses NOTHING of the constituting elements that make a city and its culture come alive. Commodities, healing and the trade of magical items also is covered in their own respective entries and, taking a cue from Raging Swan Press' superb offerings, a random table of different events happening in the city help further make the place feel organic. This also constitutes one gripe I have with the city - one of the reasons Raging Swan Press' villages and cities feel so organic would be the short entries of whispers and rumors and events available in tables for the DM to randomly roll - having one of these for the respective quarters would have made the city feel even more alive.

"I don't care about your academic squeeing, Endzeitgeist, tell me about what this does for me as a DM!" All right, what about a selection of campaign themes ranging from street gangs (perhaps with a Streets of Zobeck gone Byzantium tie-in?) to politics and intrigue or the return of a legendary rakshasa - Parsantium supports just about all play-styles you can conceive and the pdf offers some interesting guidance and inspiration for the DM in that regard.

Speaking of helping the DM - the districts are detailed in an exceedingly detailed manner that would blow the format of my reviews out of all proportions, so let's just say that the respective areas of the city are exceedingly detailed and also come with their own symbols, iconography and landmarks the local populace might use to tell you where to find certain areas.

Caravan-centric wards, forums, hippodrome, clubs for gentlemen arcanists (the Fireball Club - nice nod to the Hellfire Club...) - the wards come with first impressions, sample passer-by characters (fluff only) and places of interest. And yes, a 200+ feet colossal bronze statue is in here as well as just about all variations of sample businesses relevant for adventuring - taverns (also those frequented by the wizards of the esoteric order of the blue lotus +2 browniepoints if you get that allusion), shops, scribes, theatres, a garden mausoleum, mosques, a secret temple of Kali, a chinatown-like sub-ward , gambling halls on galleys and even a tasteful (and non-explicitly depicted!) BDSM-brothel and yes, even a flotsam town within the city - the mind boggles at the amount of surprisingly concisely fitted elements that constitute the sprawling metropolis and the adventure hook potential just about each of these has. Even before the tunnels that constitute the hidden quarter (including random encounter chart, btw...) and e.g. a mapped hideout for your convenience. From halfling camps outside the city to forests, the area around the city is also glanced at, just should you feel this wilderness itch.

If you require more motivation or some sample pro-/antagonists, you'll be happy to hear that no less than 16 organizations, from aforementioned mage-order to the friendly half-orc society and even more guilds provide for ample social networks for PCs to work and DM to use to tailor proper adventure potential....even before the obligatory noble houses and rakshasas influencing the city's fortunes. It should be noted, though, that none of the organizations provides distinct prestige-mechanics-related benefits - as fluff-only, they work, though.

Finally, religion of course shapes a city's life and feeling and Parsantium is no different - well, actually it is. At least for ole' Europeans like yours truly who isn't that used to religious multiculturalism from everyday life as some of you fellow American city dwellers might be - The eclectic mix of Byzantium-inspired gods and those drawn from the Indian and Chinese folklore makes for a broad selection that supports well the multicultural nature of Parsantium. It should be noted, though, that this supplement was released prior to "Gods of the Inner Seas" - thus, we get no explicit notes on obeisance, but also no inquisitions or sub-domains, restricting the gods to being rather rudimentary and, compared to the rest of the source-book, disappointing.

The pdf concludes with a massive index.

Conclusion:

Editing and formatting are very good, I didn't notice any particularly grievous issues - in fact, for a book of this size, the editing is very, very tight, so kudos! Layout adheres to a printer-friendly 2-column b/w-standard with scarce (but as far as I could tell) original and fitting b/w-artworks. The embroidered line of glyphs on the top of the page is nice to look at, but had a curious effect on me - during the course of this review, I skipped a lot of pages back and forth and the odd and even pages have a slightly different set, which means that staring at the screen while skipping pages might be slightly disorienting. Note that as an utmost nitpick, though. The pdf comes with EXTENSIVE nested bookmarks for your convenience, making reading Parsantium easy on the DM.

Superbly ambitious for a first product, I did not expect much from Richard Green's metropolis - and I'm seldom so glad to be proven wrong. Parsantium BREATHES authenticity and love - New York City meets Byzantium, modern metropolis meets swords & sorcery - this book actually manages to portray a believable, interesting, unique city that oozes the spirit of Al Qadim, early weird fiction and recent phenomena like the god of war-series, all while staying believable. Down to earth grit, high fantasy epics - this place supports everything and is better off for it -and manages to walk the tightrope and NOT become generic. Think Kaer Maga if a book of this size had been devoted to the city - only larger. The drop-dead-gorgeous map by Jonathan Roberts (which btw. also comes as high-res jpeg for your perusal) is just the icing on the cake here. Not since books like 3.0's Hollowfaust or since the Great City by 0onegames have I read a city and actually wanted to visit it. This is on par with how iconic Zobeck by now is - and feels thoroughly, wholly RIGHT. Concise. Well-conceived. A stunning achievement indeed! Now I wouldn't be me if I had no complaints now, right? So yeah, what hurts the city is its obvious intention to be multi-format. Don't get me wrong - I don't object to fluff-centric books and honestly, by now I'd rather have good fluff than the oomphteenth bad archetype, feat etc. But e.g. the Esoteric Order of the Blue Lotus screams at least PrC to me. The organizations practically demand prestige benefits. Concise addiction-rules for the drugs and beverages would have been so cool...what about vehicular combat rules expanded from UC for e.g. the chariot-races? Yes, I know - not the intention.

But these things, at least to me, are the only things missing from this glorious city. Now don't get me wrong - look at the price-point - exceedingly low. Note that this has been made sans kickstarter. Add the SUPERB writing and good production values and we still get a city that should find a home in Qadira, in Al-Qadim, in Conan- and similarly Sword & Sorcery-themed campaigns. We still get a superb milestone of a book, one of the best settlements available out there right now. There's a reason I evoked some of my all-time favorites in the above text - you simply won't find any comparable resource out there. This city is unique and daringly so, bravely carving its own niche and making for one of the most furious freshman offerings I've seen in quite a while. Light on the crunch-side yes, but any writing that manages to draw me in to the extent I want to walk a city's streets does it right in my book. Parsantium establishes one superb framework, one I hope will get ample crunchy books and especially, adventures to support it. If the muses and fates be just, this will be remembered just as fondly as e.g. Freeport in the years to come. Yes, the absence of whispers, rumors and events and lack of statblocks are minor downsides, but not enough to drag this down. The place deserves a chance - give Parsantium a visit! Final verdict? 5 stars + seal of approval. And yes, the relative absence of crunch and somewhat disappointing entry on the gods are the only minor nitpicks I could muster. For the exceedingly low price, this is a true steal!

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Parsantium: City at the Crossroads
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Parsantium: City at the Crossroads
by Paul B. [Verified Purchaser] Date Added: 03/01/2014 13:48:01

Full Disclosure: I am thanked in the credits for this product for giving feedback on an early draft of the product.

This product presents a city that stands at the crossroads of major trade routes and is a melting pot of different cultures and races. The book does a great job of making the city seem like a living breathing city.

The book contains 7 chapters:

  • Introduction
  • City at the Crossroads
  • Life in the City
  • Running a Campaign
  • Gazetteer
  • Organisations
  • Religion

The Running the Campaign chapter is well thought out, suggesting themes for campaigns and other DM advice. Having all of this information in one chapter will make it much easier to run a game in the city and I love the random events table to help keep the city moving even when the PCs stand still in a campaign.

The gazetteer is the real meat of the book, being 70 pages long and is a joy to read, offering great descriptions of the city (a "First Impressions" section and also a "Passers By" section both of which are useful for immersing the in the world). As well as these, there are the obligatory NPCs and adventure seeds.

Don't let the Pathfinder logo on the front cover put you off. I've never played Pathfinder but will use this in my 4E campaign at some point as the amount of Pathfinder centric information is relatively small and what there is, is almost entirely descriptive enough to easily convert to your favourite rules system (the one exception for me, being the "Medium Items" available and "Major Items" available in the city's stat block).

All in all, this book is a great resource which can be dropped into an existing campaign world or mined for great ideas. Exactly what you want from a sourcebook.



Rating:
[5 of 5 Stars!]
Parsantium: City at the Crossroads
by Megan R. [Featured Reviewer] Date Added: 02/17/2014 12:28:59

City adventures are always a delight, and here is a brand-new city setting replete with opportunity... a group that gets really embedded into the life of Parsantium could see out their entire adventuring careers without leaving the city limits. Whether it is home, or a place a bunch of country boys and girls arrive at in search of adventure, there is ample opportunity to be found here. Should you be in any doubt, plot hooks are liberally strewn over every chapter bar the first (which is designed to be player-friendly, a good introduction to the city for new arrivals or would-be players of residents.

The idea of a 'city at the crossroads' merely enhances the potential. Think of Istanbul/Constantinople in the real world: different cultures mixing, trading routes crossing and so on. Whether you want to pursue profit, diplomacy or intrigue, there's plenty to do here... and a huge map to help you get it all into context (provided as both a double spread in the PDF and as a whopping JPEG image). The city is located on the border between two continents and no less than five major trade routes meet here. Parsantium itself is build on both continents, which are joined by massive stone bridges, and there are plenty of docks for those who prefer to travel by water, with two oceans and the lands beyond to beckon them away.

More detailed information follows thick and fast. History, Races, and Character Backgrounds - all you need to prepare a character who will fit in and thrive here. Most of the backgrounds, set up so as to allow for suitable traits if it's Pathfinder that you are playing, rely on the character having grown up in or around Parsantium. You may or may not choose to run your campaign this way, as the characters will know more about the city than their players, which can get a bit awkward. Generally, I find it more fun to play new arrivals, thus player and character can both enjoy exploring their new home. Neatly, although the city itself is laid out in glorious detail, the world beyond is painted quite vaguely, thus making it a trivial matter to fit Parasntium into an existing campaign world - or indeed to detail it later once the party shows some signs of wishing to venture outwith the city walls.

Chapter 2: Life in the City explores every angle of what it is like to live, work and play in Parsantium. Government and politics - even if you are not so much a fan of intrigue, the city is home to a massive bureaucracy with which characters will have to interact frequently... and intrigue can be so much fun, whether characters are mixing with the movers and shakers of the city, or just get hired to perform mysterious tasks the significance of which only appear in hindsight! A list of crimes and punishments are included - a mix of appaling barbarity and lenience, depending on what you did. Best not to get caught! A section on Culture and Customs includes all-important information on local cuisine - think Eastern Meditteranean with lots of fish, curries and spice added in - as the locals are united in a love of good food. Clothing, festivals, entertainments - even if not adventuring, there is plenty to keep you busy here!

Now you know the city, Chapter 3: Running a Campaign is jam-packed with ideas to help you organise an enjoyable campaign set in and around Parsantium. Themes can range from intrigue or gang warfare to gladiators or charioteers, delving into the past or trying to effect religious changes... not to mention trading, opening a tavern, joining a guild or working for the government or military. Mixing more than one is often better as it allows for a mix of adventures to suit all tastes. There's a wonderful section on 'the Living City' - how to interweave random and non-plot-related events and the things that pertain to ongoing adventures into a mix that gives the city a life of its own independent of the characters. Many of the events, depending on how the party reacts to them, have the potential to spring into the ongoing plot regardless.

Chapter 4 presents a detailed Gazetteer, and needs to be read in conjunction with the map. Notable locations in each Ward of the city are described, along with hidden places and some of the most important ones outside but near to the city limits. There's also a Hidden Quarter, the underbelly of the city, mostly literally underground. This is followed by Chapter 5: Organisations which introduces the most powerful groups - and naturally, plenty of plot ideas involving them.

The final chapter deals with Religion, providing details of the vast array of deities worshipped in Parsantium. Many are drawn from the surrounding area and the two continents beyond: if your campaign world is already established you may wish to swap in your own faiths to replace these. Or it may be that the ones given here are the names by which your existing deities are known within the city.

Overall, it's a magnificent city and I think I want to visit... see you there!



Rating:
[5 of 5 Stars!]
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