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<blockquote data-quote="daHeadRat" data-source="post: 4448317" data-attributes="member: 41375"><p>Here is a link to a review of the Pathfinder Chronicles Gazetteer that might answer a number of your questions and largely echoes NiTessine's comments: <a href="http://grognardia.blogspot.com/2008/07/review-pathfinder-chronicles-gazetteer.html" target="_blank">http://grognardia.blogspot.com/2008/07/review-pathfinder-chronicles-gazetteer.html</a>. Pretty much all of the information in the Gazetteer is repeated in the Campaign Setting book along with additional material. Most of the information in both the Gazetteer and Campaign Setting is setting and not rules.</p><p></p><p>Regarding Korvosa and Darkmoon Vale...I've not read Korvosa yet but I'm preparing to run a game that will take place in Darkmoon Vale. The area has quite a bit of adventure potential be it wilderness, dungeon crawl, political intrigue, horror, or whatever. The book opens with a 4 page overview of the region. This is followed by a 20+ page chapter on the wilderness of the region covering each of the major geographic locales, the organizations active in these areas, and the dangerous denizens who call these locales home. The Civilization chapter (16 pages) starts with a very brief look at the neighbors of Darkmoon Vale before covering the settlements in the Vale. The chapter also looks at the some of the major organizations of "civilized" folk (e.g., the Lumber Consortium), the common races in the Vale (e.g., dwarves, elves, etc.), and the prominent religions. Next is a short History chapter starting with the ancient Dwarven colonization and on to the more recent, in historical terms, human settlement. The last chapter is the Secrets chapter which covers, well, the lesser known things about the peoples and areas of the Vale. The book ends with a short, three page appendix with various rules information (e.g., statblocks for some common NPC types and random encounter tables).</p><p></p><p>I feel that the guide provides a good foundation for a GM to flesh out and make the region his or her own. Of course, Paizo also has a number of modules set in the area that have been well received. If you'd like more detail, let me know.</p><p></p><p>That said, the book does suffer from a number of, um, editing issues. Missing text, maps not properly labeled, inconsistent names (Olfden vs. Oldfen) and the like detract from the product. However, the Paizo folks have indicated on their website that--once they get a spare moment--they'll look to getting these things fixed and updated (maybe an errata or an updated pdf for those who have the electronic version...I don't know what it'll look like). Despite these issues, I still think the Guide is well worth the money. Oh, as with all of Paizo's stuff, it is quite visually pleasing.</p></blockquote><p></p>
[QUOTE="daHeadRat, post: 4448317, member: 41375"] Here is a link to a review of the Pathfinder Chronicles Gazetteer that might answer a number of your questions and largely echoes NiTessine's comments: [url]http://grognardia.blogspot.com/2008/07/review-pathfinder-chronicles-gazetteer.html[/url]. Pretty much all of the information in the Gazetteer is repeated in the Campaign Setting book along with additional material. Most of the information in both the Gazetteer and Campaign Setting is setting and not rules. Regarding Korvosa and Darkmoon Vale...I've not read Korvosa yet but I'm preparing to run a game that will take place in Darkmoon Vale. The area has quite a bit of adventure potential be it wilderness, dungeon crawl, political intrigue, horror, or whatever. The book opens with a 4 page overview of the region. This is followed by a 20+ page chapter on the wilderness of the region covering each of the major geographic locales, the organizations active in these areas, and the dangerous denizens who call these locales home. The Civilization chapter (16 pages) starts with a very brief look at the neighbors of Darkmoon Vale before covering the settlements in the Vale. The chapter also looks at the some of the major organizations of "civilized" folk (e.g., the Lumber Consortium), the common races in the Vale (e.g., dwarves, elves, etc.), and the prominent religions. Next is a short History chapter starting with the ancient Dwarven colonization and on to the more recent, in historical terms, human settlement. The last chapter is the Secrets chapter which covers, well, the lesser known things about the peoples and areas of the Vale. The book ends with a short, three page appendix with various rules information (e.g., statblocks for some common NPC types and random encounter tables). I feel that the guide provides a good foundation for a GM to flesh out and make the region his or her own. Of course, Paizo also has a number of modules set in the area that have been well received. If you'd like more detail, let me know. That said, the book does suffer from a number of, um, editing issues. Missing text, maps not properly labeled, inconsistent names (Olfden vs. Oldfen) and the like detract from the product. However, the Paizo folks have indicated on their website that--once they get a spare moment--they'll look to getting these things fixed and updated (maybe an errata or an updated pdf for those who have the electronic version...I don't know what it'll look like). Despite these issues, I still think the Guide is well worth the money. Oh, as with all of Paizo's stuff, it is quite visually pleasing. [/QUOTE]
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