WARNING - This is a BIG Review - but I just couldn't help myself... :-)
As a GM, what I'm after with any Campaign Setting is a fantastical realm that has great 'feeling' to it, giving me enough background information, ideas and links to run campaigns and adventures that keep (i) me as GM happy, and (ii) my players enthralled, excited and having fun...
I love to work with that simple formula that has enough fluff and meat to keep it 'realistic' (based around the medieval concepts that fantasy role-players know and love) yet flexible enough to offer challenge, high fantasy and a bit of respect and fear for the unknown. It also has to HELP me create adventures and atmosphere; not perplex and confuse me with so much information that I'm scared of making 'continuity contradictions' (that spoils the flow and encourages grumbles and moans from the players), or woe betide poring over several hundred books to join pieces of a huge jigsaw together...
So what, specifically, is good about this book? Why have I given it 5 stars?
First it has a wonderful, pull-out, full-colour map (81cm x 53cm) that covers 'The Inner Sea Region' of Golarion (the pathfinder Campaign World) presented in your gamer-favourite-design that's nice and simple to read, and offers plenty of different geographical regions and adventuring opportunities and hazards - from icy tundra and mountains to sweltering deserts and sprawling oceans. The map is HUGE - roughly 2700 miles North to South, and 2000 miles East to West. An essential resource for any good campaign world, and one that doesn't disappoint.
The 255pp book itself delves straight into CHARACTERS, offering simple yet gloriously useful two-page biographies that detail how the different races present themselves on Golarion; from the traditional 'non-human' races of Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs and Halflings; to 11 human regional 'races' that also offer plenty of role-playing flavour for the vast expanse of the Inner Sea. I LOVE this section, as it offers tremendous scope for playing character races based upon where they come from in the world, with a healthy dollop of stereotyping but enough twist to make each race a bit different... The character section then rounds out with one page backgrounds for each of the key characters classes - from Barbarians to Wizards (as detailed in the Pathfinder Rulebook). Again, nice and simple yet wonderfully flavoursome.
The next 105 pages carry 2-4 page descriptions of the key regions of Golarion, furnishing the DM with enough information to flesh out the area (such as 'main' alignment, the Capital and notable settlements, populations, rulers, government 'style', languages and religions) and a smattering of cool hooks with enough political intrigue to keep the inventive DM amused for months.
The RELIGION section is pretty standard core D&D meat, setting the scene for scheming conflicts that rage across ALL regions of Golarion, yet detailing special unique Domain powers (eg the Darkness Domain that grants its clerics the Blind-Fight bonus feat) and the four main 'philosophies' that add yet another dimension for plots and conspiracies. Beyond that is offered information on the elemental planes, outer planes and the outer spheres of the greater powers, demons and devils. The usual stuff - but VERY clear and precise.
The ORGANIZATIONS section offers yet another realm of curiosity and wonderful PC/NPC drivers, from the inquisitive Pathfinder Society of explorers, archaeologists and adventurers to the insidious Hellknights and (my personal favourite) the Red Mantis network of cultists and assassins. This section was maybe one of my favourites in the book.
Beyond that, the WORLD section covers a detailed timeline; info on the Darklands (underdark); unique equipment, weapons and armour; fauna and flora; feats; languages; five new Prestige Classes; psionics; technology; time and space; trade; weather and climate; and appendices like pronunciations (cool!); four NPCS; and random encounter tables by environment. Juicy.
In short this is a magnificent offering, and is everything a DM could wish for - offering a comprehensive overview of a Campaign setting with enough hooks to keep an Inner Sea fisherman in business for a decade...
Our group has moved lock, stock and barrel from 4th Ed D&D which seems to have lost its role-playing pedigree somewhat, to this wonderful world of high fantasy with its feet firmly on the ground.
In summary, as a DM you'll feel like you've played in it for years after your first flick through the book, yet you'll have 1001 new ideas to keep you and your players happy for many sessions. How welcoming!
It also just feels to me like REAL D&D once again. Gloriously simple but devilishly complex.
I've played D&D since 1st Edition, and it won't surprise me if this system ends up as popular as the classic Forgotten Realms of the legendary Ed Greenwood. I haven't been this excited in YEARS...