RPG Resource: Click here for home page
 
 
Main Menu
 What's New
 Reviews
 Genre Resources
 Master System List
 Complete Product List
 Shared Campaigns
 Community Content
 General Resources
 Game Companies
 Journals
 Inspirations
 Board & other games
 Copyright Statement

Search



Pathfinder RPG: The Emerald Order

The Emerald Order

There's a lot packed into this book, which provides a comprehensive introduction to a cult called the Emerald Order. Devotees believe that vast eternal arcane truths are inscribed on an artefact called the Emerald Tablet, secrets of Thoth-Hermes himself! It is a mystery cult, with members of the inner circle learning these truths and some tapping into the power of the actual stone itself.

Whilst many followers of Thoth-Hermes - both in and out of this cult - know about the Emerald Tablet, the Emerald Order guard its secrets jealously. Believing themselves custodians of higher, indeed ultimate, wisdom, the cult seeks to influence and guide society... and they are none too particular about how they go about it: assassination and terrorism is preferred over persuasion and convincing argument. To this end, cultists insinuate their way into every walk of life.

There's a brief note about the structure of the cult and we get to meet the leader, one Dromdal-Re - complete with a full stat-block, should the party ever meet him. And meet him they might, as there is a large collection of plot ideas (neatly arranged by APL to aid selection) that will get the party embroiled with the Emerald Order if they bite at the bait you dangle before them. They include quite a few investigations as one of the Cult's practices is to exert their influence over pivotal individuals and so cause them to act out of character. Concerned friends, citizens, subordinates or others may want to find out what's going on. Most of the adventure ideas sound on the surface like usual adventurer fare, and it's possible to use several with the aim of building up an overall picture of what the Emerald Order is up to. Of course, if the party is investigating the Emerald Order, the Order might be investigating them...

For those who join and progress in the Order there's a new prestige class, the Disciple of the Emerald Esoterica, which reflects growing knowledge of the secrets written on the Emerald Tablet through the understanding of a series of 'Keys'. It's noted that good-aligned Disciples are extremely rare, most joining the Order for personal gain and generally being on the evil side already. However, there's nothing to say that a player-character should not tread this path, depending on the nature of your campaign.

The book rounds out with a couple of new magic items - a new ioun stone and the Emerald Tablet itself - and a new monster, a bright green crystalline golem.

It's a nice sneaky little cult to infiltrate into your campaign, the sort that hands out flyers on street corners promising access to wonderous secrets if only you'll join them, take expensive courses and... well, we've all been badgered by the real-world equivalents peddling their sure-fire route to enlightenment. The plot hooks are well-designed, any being capable of development into a full-blown adventure or woven into a campaign arc involving the Order. There's a note for those who use the Midgard campaign setting about using them there, but this is versatile enough to be dropped into any campaign world to good effect.

Return to The Emerald Order page.

Reviewed: 5 October 2015