Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Libertad

Pages: [1] 2 3 4 5 6 ... 25
1
D&D 5e / [Mini-Let's Read] City of Brass 2020
« on: June 10, 2021, 11:19:53 PM »
I’m still focused on Koryo Hall of Adventures, but I’ve started reading another book which I have some strong opinions and thoughts on, so I’m going to do a mini-review. The City of Brass was one of those products I considered reviewing for High 5e, and while this is coming to pass I cannot really review it like I do with my other ones. While there's a lot of worthwhile material that can be mined for other games, the more objectionable content reoccurs repeatedly enough throughout the book that it's impossible to ignore. An in-depth chapter-by-chapter analysis would be too draining, so I'll leave that to others who wish to pick up the torch.




For those not in the know, City of Brass' earlier incarnation was a city-based planar metropolis made during the final years of the 3.5 era, with some accompanying adventures. Back in the day I read it and found it very much my jam, but as of 2020 Frog God Games wanted to revamp it for 5th Edition and the OSR, along with expanding the adventures into a true level 1 to 20 epic Adventure Path. The City of Brass is ruled over by the Grand Sultan of the Efreet, who back in primordial times was a tyrant who among other things caused a civil war among the genie clans and rebelled against the gods. As to why the latter, he wanted to enslave mortals who the gods sought to appoint as masters of the universe. The once-scenic and nice City of Brass ended up his dominion ever since, and he's been pissed off ever since at life in general. He seeks to achieve godhood by invading as many worlds as possible and retrieving the soul of Sulymon, a mortal prophet who is believed necessary in restoring a shard of his former power.

Notes on the BBEG: I will first admit to an error in the previous post. The current Grand Sultan is not the original instigator of the rebellion who was cursed by the gods. That was Iblis, a noble genie appointed by Sulymon (who was a genie at the time) who eventually misused his power. Sulymon later cast out his dark half to avoid repeating his past errors of judgment, which took the form of the Grand Sultan. This new evildoer violently overthrew the Sultana of the City of Brass, who was a fair and just ruler. There are some who believe that the current ruler is Iblis reincarnated, which the Grand Sultan encourages for propaganda purposes. And is also why he wants to capture the soul of Sulymon, who is the greatest threat to his rule.

The stuff relevant to the AP proper is that the Sultan is planning an invasion of the Material Plane via a Cult of the Burning One which worships him under the guise of a merciful god. They are infiltrating various lands under the guise of a new religion, recruiting among poor and disenfranchised groups. Once they get enough power,  they foster civil war and invasions, seeking to raise a Caliphate of Flames across the Lost Lands.*

*which is the material plane setting of Frog God Games.

So upon reading the above, one would be rightly concerned about problematic portrayal. Well Frog God games seemed aware of it, and apparently sought to take this into consideration.



Frog God Games sought to hire a sensitivity reader/cultural consultant to tackle potentially contentious topics, although from my reading I’ve come to one of two conclusions:

1.) they more or less just ignored her besides one or two itty bitty things, because there’s still a lot of stuff in here that sets off alarm bells.
2.) this product was so damn racist it's practically unfixable, and what we have now is but a pruned version of something much worse.

And while it's an entirely separate book, I'm also reading the DM's Guild 5e conversion of al-Qadim, which more or less manages to do everything right so far that FGG did wrong. They hired actual Arabs to edit and do sensitivity reads, they de-emphasized things like non-evil slavery (although mamluks are still a thing), and replaced religious-specific mentions of Mosques/Imams/etc with more religiously neutral terms like shrine, temple, and priest. I dunno if I'll review that book, but it's interesting in contrasting the two as I read them.

The adventure kicks off in the Barony of Lornedain, a European-coded realm whose inhabitants have been kidnapped by slavers working for the Cult of the Burning One. Although it talks about other options, the PCs are presumed to be locals in the area, which kind of heavily implies that the party will be European-coded characters. This isn't the only time the AP will imply this assumption, either.

The local Baroness is actually in on this; she secretly converted to the Cult and has been using an eccentric local villager as a scapegoat. The PCs end up searching for the villagers, first through an underground series of caverns and eventually into the baroness' estate, where the PCs find evidence of her employment with said Cult.

The major means of the PCs being tipped off is finding the journal of one of the kidnapped farmers, who was a crusader part of a larger army who invaded the eastern lands of Numeda and looted their temples in the name of his gods. He saw a noblewoman among his number make a deal with an efreeti for 3 wishes, and has fearfully kept the knowledge to himself ever since.

So while the NPC in particular is rather ashamed of his past, the PCs are indirectly aided by a character who is basically a Deus Vulter.

Numeda is one of the middle eastern-coded nations that fell to the Cult early on.
Also, in one of the written missives to the baroness, a cultist speaks of a ‘caliphate of flames’ and the text describes the overall missive as the "gibbering thoughts of a true believer."




But enough about coded Islamophobia, let's take a break to talk about bad game design in adventures!

PCs can gain a magic ring that gives them a fire elemental ally by the name of Qalb, whose father has been turned into a living geothermal battery by the City of Brass' Sultan and thus shares a common enemy against the Cult. It's rather cool, as he levels up in size and Hit Dice with the party and there are (so far) 2 scenarios which acknowledge NPCs reacting differently with him in the party.  Although the adventure doesn’t take into consideration how population centers would react to the PCs taking such a creature within their boundaries, given it’s quite literally living flame. Qalb cannot be dismissed either by his own abilities or by the ring, so he's pretty much with the party at all times. And over the course of leveling up he can reach from Small all the way to Huge size, which presents maneuverability problems. The ring necessary to summon the elemental is hidden in warg shit as part of the cavern-based dungeon and won’t be found unless Detect Magic is used. There are multiple magical visions showing the PCs where to find the ring, which can result in backtracking and seems unnecessary.

There’s mention of a ledger in the traitor noblewoman’s house of selling kidnapped people to a boathouse near the city of Bard’s Gate. It explicitly references an adventure from the city sourcebook of the same name, and acknowledges that such an adventure is beyond the capabilities of the party at their current level and says that pursuing the lead will most certainly get them imprisoned and enslaved. Even though the kidnapped people were those who the PCs don't know and not the specific villagers who kicked off the quest, it's still a hook many gaming groups may want to jump on. Putting it there seems counter-intuitive. Granted they later get a hook of the kidnapped people they do know being taken to the city of Freegate, which is detailed in this book and the next area to visit after killing/imprisoning/etc the baroness.

Thus ends the first chapter of this AP, the next begins as the PCs visit the City of Freegate!




The cultists’ new religion and establishment in Akados (the 'western' continent of the Lost Lands) has semi-covert Islamophobia and some overall anti-immigrant/anti-poor people vibes: mysterious groups from Libynos (the African/Arabia continent) showing up in foreign and poor neighborhoods of cities, their religion drawing in disenfranchised people, and building large spires as centers of worship. The Cult builds big structures known as Brazen Spires in cities where they establish power bases, using magic to erect them overnight. I cannot help but see comparisons to the minarets of mosques, which are also tall and spire-like. Freegate’s political leadership has been compromised with clones from a Mirror of Duplication, so the government seems blind to the worries of the indigenous populace, who "can’t believe the authorities are letting a new religion take root." One of the uncorrupted officials who directly invokes this opinion is meant to be a PC ally. Additionally the thieves’ guilds are worried about Libynosian customs, preferring staying a few months in jail to getting limbs chopped off, and can also be a PC ally due to this reason (along with wanting the Spires’ loot).

Random encounters include a sex worker desperate for money whose work has gotten harder due to the cults’ rising popularity (they offer sex, and food, and other stuff, for free), protestors invoking rights of free speech at the local forum being attacked by a mob of cultists, and said cultists causing chaos as they show off their newfound wealth by throwing money in the streets which causes a greedy mob to block up traffic.

The Cult of the Burning One is talked about as everything from a sinister group to local nuisances in-character. The sole positive trait  is mentioned in-character that the cult has helped a lot of homeless people and beggars due to just giving away money and food for free, but also similar rumors of how suspicious it is in where this money's coming from and how the cult doesn't seem to spend outside the community.




So the Spire proper is a dungeon crawl. The first floor level of the Burning Spire is called the Mosque of Adoration, where a giant burning head of the Grand Sultan of Efreet can magically enchant worshipers to praise and trust him. Guards at the ground floor are described as being from lands foreign to the characters, implying that the PCs can’t be Libynosian/from Numeda/etc. To further the "PCs are Western-coded" theme, some NPCs in the Burning Spire are from other lands in Libynos besides Numeda, such as Khemit (not-Egypt) and the Maighib Desert (not-North Africa), that were recruited into the Cult of the Burning One.

People are recruited via free food and sex, with enchanted doppelgangers who can shapeshift to fit peoples’ ‘heart’s desire.' The room of “Paradise,” the public-facing area that entices new worshipers, is quite orientalist in its descriptions: pools full of “visitors and nubile servants splashing playfully in the waters,” a platform where a quarter of performers “play music with an oboe-like instrument, a tambourine, a long-necked lute, and a dancing girl in a tight orange gown with brass cymbals on her fingertips,” people smoking “strange herbs from glass hookahs,” and doppelganger servants are dressed “in lewd attire consisting mainly of strings of pearls and beads of ruby, emerald, and sapphire bring plates of steaming meats and honey-dipped delicacies to the attendees.”

Two Praetors (Freegate's military officers) can be freed from the Burning Spire’s dungeons, and if escorted out will gather troops to lead an assault on the Spire to destroy it immediately. The adventure discusses what happens if PCs try to assault the complex openly (hundreds of cultists rally to defend it) but doesn’t say what happens if the Praetors lead the assault or what must be done to sway the city over to this (most of the leadership has been cloned/replaced). There is discussion on various ways of destroying the Spire, so credit where credit is due.

The adventure ends when the PCs find out where the cult's been sailing from, the nation of Numeda across the sea in the continent of Libynos. From here the adventure opens up into a pseudo-sandbox where the PCs (in addition to fighting the Cult of the Burning One) have to find 4 elemental stones which can help them get to the City of Brass.




The Isle of Sarmad Yazdg-or is an optional dungeon crawl in the Sea of Bhaal chapter. It is a temple dedicated to Hecate whose oracles are born with the ability to see visions when consuming lotus leaves that are ordinarily poisonous to others. Despite being a Greek goddess, there are small hints at the inhabitants being Arab-coded, such as having musical instruments specific to Middle Eastern and North African cultures . Although they are rather mercenary and sell their services to all manner of political power players, they are aligned at the moment with the Cult of the Burning One.

Quote
In addition to the extra seats and pews, this voluminous chamber also holds a small area on the north end dedicated to musical instruments, which are often used during ceremonies. In addition to the usual sitars, flutes, and drums, a number of mizwad (a type of bagpipes), mizmar (horns), riqq (hand drums), and sagat (hand cymbals) can be found.

One of the senior priests has a concubine by the name of Al-Sheera, and is found “scantily clad and chained by her ankle to the bed.” She is helpful to the PCs who free her given her abusive treatment, marking her as the first good-aligned Arab-coded NPC in the adventure path...who is a sex slave.

During a brief trip to the Elemental Plane of Air, the PCs can meet a cloud giant and djinn who are Arab-coded NPCs, with the names Imlaq and Caliph Omar. They are helpful to the party, although the cloud giant is of ill intent and stole Omar’s castle in his absence. So besides the sex slave, the only other “good guy Arab” so far in this AP is distinctly non-humanoid.




When the PCs get to Numeda, they find it in the middle of a civil war with one side backed by the Cult of the Burning One and the other side being remnants of the former king’s government. Like in Freegate, the Cult offered relief and succor to the beggars and the poor of the streets. The text later refers to them as “brainwashed citizens (seeking to) exact vengeance on their perceived former oppressors with the help of burning dervishes, hariphs, and monsters from the City of Brass itself.” The capital city of Kirtius, which houses the bulk of the adventure, has a crime-ridden Foreign Quarter full of the largest numbers of loyalists to the Cult and more (and unique) random encounters. The cultist patrols are led by an Imam of Fire, further codifying the “Cult of the Burning One = Islam” subtext. And also a bit of “you can’t trust foreigners wherever you go” vibe.

There are Good Guy Arab-coded characters here; 2-4 are named characters, but there's several dozen nameless resistance movement scouts and soldiers. The book mentions that the former government had holy orders of paladins who worshiped Anumon, a Lawful Neutral god with good tendencies. There is the surviving prince of the former kingdom now kept as a hostage, and Sir Muniq who is a knight leading a band of resistance members. And two princesses who are sex slaves of the ruling efreeti emir.

The adventure 'concludes' once they defeat said emir, who may grant them a wish in exchange for sparing his life. Said wish can help return the rest of the missing villagers, although the AP still gives PCs motive to continue the fight. Soon after, the Sultan of the Efreet manages to steal the soul of Sulymon, the immortal prophet who was instrumental in defeating the Efreeti so long ago. As Sulymon was favored by Anumon, a god in charge of shepherding souls to the afterlife, said god is pissed off enough to stop doing his job until things are set right. This causes the Material Plane to crawl with undead specters all over the place.

Thoughts So Far: When it comes to tabletop RPGs and the Arab/Muslim world, it's inevitable that there's some degree of orientalism or coming in from an outsider's perspective and getting things wrong. Still, I think there's something to be said in intent and how much said writers try. Al-Qadim, for all its faults, does have Arab/Middle Eastern/Muslim fans, and at the time was written in a liberal "well-intentioned white guy" sort of way. And there are some writers who just do the surface level stuff (genies, deserts, camels, etc) that are still very stereotypical and orientalist, but don't automatically indicate ill intent or xenophobia. And then, there are books like City of Brass.

The AP is awash in coded prejudices, from the "East vs West" implications, the evil religion infiltrating not-Europe being strongly Fantasy Islam, having an Arabian Nights flair but the PCs are very much expected to be European-coded, the overall dearth of non-villainous Arab-coded NPCs, Frog God overall being a problematic publisher, other Lost Lands material which has had subtle and blatant racism.

For the last part, read my Northlands review, particularly the latter half involving Native American Trolls and an Ottoman-coded invading empire worshiping a Babylonian death god.

In the interests of fairness, I'd like to note that Northlands had an initially inclusive setting, and the original creator helped write up the first half of the AP. But after that he had to work on other projects and the Frog God Games core staff got to work on it, which was a stark contrast to the earlier material.

It all adds up to paint a very unpretty picture.

I may or may not continue this mini-F&F if there's enough interest. Right now I'm focusing on Koryo Hall of Adventures and some others after this, but as these are just brief initial readthrough impressions they're quicker to do.

2
D&D 3.5 and Pathfinder / [Let's Read] The Koryo Hall of Adventures
« on: May 31, 2021, 05:40:08 PM »

Note: This book is technically 5e but have Pathfinder/OSR conversion documents. As this subforum gets the most traffic and are perhaps most interested in the PF mechanics, I'm posting it here.

The intertwining of Dungeons & Dragons, and role-playing games in general, with East Asia is a long one. Western tabletop designers inspired Japanese video game designers with series such as Lodoss War, and also the first Final Fantasy which then eclipsed tabletop as a household name. On the Chinese front, the advent of wuxia and martial arts films gave rise to the D&D monk class, which became almost as iconic as the Fighter and Mage in countless fantasy games. And when it comes to monsters, RPGs are more than happy to borrow from all sorts of folklore.

But when it comes to Korea there’s not as many obvious influences. Aurélien Lainé is a Frenchman who lived in Seoul for over ten years, and immersed himself heavily in the culture from learning the language to taking classes and making 2 documentaries. Dungeons & Dragons and tabletop roleplaying were growing progressively popular in South Korea, which was one of the reasons for inspiration in the creation of Koryo Hall of Adventures. Seeking to make a campaign setting inspired by Korean history and legends, Aurélien sought to provide such an option for players in the country while also showing an international audience a broader lens for a culture that is relatively untouched in western fantasy.

Although the product of a successful KickStarter and with mini-supplements under its belt, Koryo Hall of Adventures still remains rather obscure. Although it was sold for a while on the official WordPress site, it is now on DriveThruRPG! The game itself uses the 5th Edition ruleset, but there are separate conversion manuals for Pathfinder and the OSR, which I’ll also be covering. The bulk of the book is rather rules-neutral, with most mechanical content being in the last third.

One more thing: I hate to say it, but the first thing I notice while perusing this book is the lack of bookmarks. There is an index, but as I need to keep referring to the table of contents to find appropriate entries it is inconvenient for a PDF. Additionally, while the chapters are numbered in their respective sections the Table of Contents does not list chapters by number: they’re bolded instead. This is another point against it for easy maneuverability.


Chapter 1: Jeosung’s Mythology And Early History

The land of Jeosung is a pair of peninsulas and a southern island chain, one land out of an unknown many in the material plane world of Iseung. But what is known are the many tales of the world’s creation; in the times before time itself there was but only primordial chaos known as the Infinite Night. Two deities known as Yulryeo and Mago came into existence. The first couldn’t bear living in such a dreadful sea of nothingness and died of despair, and to avoid loneliness Mago gave birth to two Heavenly Men and two Heavenly Women who were perfect paragons of what would later serve as the framework for mortals. They were gifted with the ability to procreate, and in harnessing spiritual energy they brought Yulryeo back to life by reincarnating him as the four elements and thus the world of Iseung. Mag transformed into seasons, colors, and the weather, and the Heavenly Beings sought to build a civilization in the honor of their creators.

For a time things were good, but there was not enough Jiyu, or spiritual energy, to sustain the Heavenly Beings’ growing numbers. One of them grew to know hunger, and ended up eating fruit found in the wilderness. This began the fall of the Heavenly Beings, who soon discovered the weaknesses of mortality, such was the price to pay for consuming other living beings. Many transformed into the animals known today as well as dragons, and were exiled for their impure status. Such resentment led to war, with the exiled people invading their homeland only to discover that the Jiyu had utterly dried out. In such desperate times order was needed, so a figure by the name of Hwanggung prayed to Mago and learned of ways to help the fallen retain their pure status, even if it took untold eras to reverse the damage. Mago gave him Four Heavenly Heirlooms, artifacts of supernatural might, representing each of the four elements. These Heirlooms helped teach people agriculture and other tools of living, and with them the first kingdoms were forged under Hwanggung’s guidance.

The Age of Heaven ended as Hwanggung’s bloodline died out. Not all sought to follow the founder’s example, the dragons and dragonborn seeking to forge a new path of their own and turned to the gods for inspiration.* They hated the Heavenly People and warred upon them. These Dragon Kings raised armies, and over time the Heavenly People became but mere humans. Wizards developed all manner of research during the war effort, including delving into subjects best left forgotten...

*It’s not said initially, but there are other gods besides those of the two creator deities. It sounds odd as one would think that the Heavenly Beings are also devout, what with Hwanggung praying to Mago. Perhaps the Heavenly Beings felt themselves unworthy to be faithful later on or something.

Yun Sepyeong is the most famous wizard in history, but for all of the wrong reasons. He violated the sacred oaths that the mortal and spiritual worlds would not enslave the other by inventing the Spiritual Cage spell. Such dread magic creates an illusory reality over the mind of a spirit, making them but dolls to be played with by the caster. Under the shelter of a remote tower far from worldly affairs, Yun Sepyeong used his research to raise an army with the intention of achieving godhood. He angered the gods with his hubris, and when denied immortality Yun Sepyeong retaliated with the mass murder of mortals and spirits alike. The Dragon Kings declared war on the wizard’s forces as the world itself was rent with weather of divine retribution, and Sepyeong died after casting one final cataclysmic spell which killed off all of the gods. The wizard’s reign of terror ended, but at the price of the death of the Dragon Kings and huge sections of their army.

The Age of the Dragon Kings ended, and thus began the Winds of Darkness.

The downfall of the Dragon Kings brought political chaos, but the death/disappearance of the gods, the unnatural weather, and Yun Sepyeong’s foul works also brought supernatural chaos. Monsters of all kinds rampaged across the land, including some which were once stories of myth. The Dokkaebis* rose to positions of prominence and led armies of other monsters. The entire continent was claimed, and what few texts remain of this time speak only of terror. When all hope seemed lost, people found old records of Hwanggung’s teachings, and soon a covert organization of Followers dedicated to his name plotted in secret to free the land. Three great heroes all performed tireless works to this goal: Käl the dragonborn used guerilla warfare. Li Yongjeon the engineer escaped the continent and made contact with a foreign elven kingdom who offered to help his cause, in exchange for blueprints of warship plans purloined from Jeosung. Yül made contact with a mighty entity known as the Seven Stars Spirit, who helped reignite the teachings of shamanism. By coordinating efforts, the three heroes led the Followers of Hwanggung to besiege the monstrous legions with the aid of elven warships. The Retaking of the Lands ended the Winds of Darkness, and soon people began to rebuild.

*Jeosung’s pseudo-orc equivalents, but more diverse in appearance.

The 200 years afterwards covers Jeosung’s modern age, and the four nations arose due to the examples of the three heroes. Yül established a group of shamans known as the Council of Five who acted as intermediaries between the mortal and spirit worlds and became the major authority figures of Mudangguk. Käl created the kingdom of Daewangguk, using old texts of past societies to resurrect the philosopher-king system of the Yangban. Admiral Yeonjo found the shattered southern islands to be the worst off, and created a closed-off militaristic society known as Haenamguk which resisted contact with the rest of the world. The fourth land, Noonnara, is a northern realm of deadly cold and wilderness whose existence is owed to the Council of Five pushing the winter seasons farther north to help create more arable land.

And as for faith and religion, the gods never spoke to the people again. Perhaps Yun Sepyeong did indeed kill them all, or maybe they left of their own volition. With their silence people turned to other faiths, either that of shamanism which sought the patron of spirits suffusing everything, or the doctrine of Purism which sought the ultimate goal of restoring mortals to their former Heavenly status. Things are much better than they were during the Winds of Darkness, but monstrous remnants and the follies of humanoid nature are still real and present dangers. So where conventional armies and village militias could not (or would not) help restore order, independent groups of specialists were sought. This gave rise to a new class of people, adventurers, whose most famous order is the Koryo Hall of Adventures.


Chapter 2: the People of Jeosung

This covers Jeosung in broad strokes, with more specific details in their respective chapters. Jeosung is quite linguistically homogeneous; this was not originally the case, but genocides during the Winds of Darkness destroyed many cultures and ethnic groups to the point that their tongues are no longer spoken in regular conversation. The two major languages are the Common tongue, which arose as a sort of pidgin language during the Age of the Dragon Kings from increased trade, while the Spiritual Lexicon is the language of spirits, the Heavenly People, and the Gods. The various races also have their own tongues (Draconic, Elven, etc) but they are rare and not typically taught to outsiders.

Jeosung is a class-based society, although it differs in some respects from feudalism and there are some exceptions in the four major kingdoms. The Yangban are the traditional aristocracy, whose formation is based on an old philosopher-king ideal where the most educated people in society are judged best able to rule and administer affairs. Although supposedly a meritocratic system, the tests and exams determining social ascension are rigorous to the point that the average peasant cannot devote enough labor and resources to the program when dawn to dusk fieldwork is needed in sustaining society. As a result, the best-educated people are almost always from families of wealth. The system is solid enough that the Yangban are for all intents and purposes hereditary rulers, but fluid enough that the ranking system encourages elitism and intrigue just as much as hard work.

Below the Yangbans are the Joongins, the non-noble officials and administrators who do the majority of labor in the bureaucracy, and as such have a broad range of occupations from educated occupations from calligraphers to engineers. Quite a few Joongin are actually Yangban born from illegitimate affairs as well as those who scored poorly on exams. They still have financial support from their parents, but are clearly inferior in the eyes of the rest of the nobility.

The Sangmin are the commoners of Jeosung and comprise 75% of the population. They include farmers and laborers, but also people of means such as merchants. Said merchants score better on the national exams, and as such there was a rising “new noble” class in Daewangguk from them. The old money naturally panicked, and laws were passed that merchants could only ever be Sangmin. The justification was that rulers should only come from backgrounds who dedicated their entire lives to “studies and labor for the betterment of the realm.” Haenamguk followed suit, whereas the realms of Mudangguk and Noonnara are too isolated, decentralized, or actively against the formation of a class system for any such laws (much less Yangban) to come into being.

The final two social classes are disenfranchised groups. The Cheonmin are those whose occupations are considered unclean by the Yangban on both a hygienic and moral level. Butchers, gravekeepers, shoemakers, criminals, mercenaries, sex workers, and necromancers are considered part of this class. The Nobi only exist in Haemanguk and are indentured servants: they can own land of their own, marry, and raise families of their own volition, but their ‘employment’ can be traded and given to others. They are usually domestic servants or farmers, and can earn their freedom by working off their debt or via military service.


There are separate entries on the Foundations of Magic, Spirits in Jeosung, and Religion, but they’re inter-related enough that I’m covering them together. All forms of magic originate from spiritual energy which is present in all things, even in the mortal world of Iseung. During the Winds of Darkness when the gods were gone and the spirits fled, access to magic was lost, only coming back after Yül and her followers found a means of reconnecting with them. Spiritual energy leaks into the material plane whenever spirits interact with said world, and these leaks create invisible phenomena known as Sparks which can be shaped into spells. Traditional spellcasters aren’t the only ones who care about this; various rituals from burning incense, prayers, gifts at shrines, and festivals help the flow of spiritual energy which fuels the growth of magic. Such actions are known as Jesa, or the exchange of honoring spirits in ways that please and nourish them in exchange for the continued creation of Sparks and thus magic.

Spirits themselves are a diverse assortment of entities. There exist spirits for just about every creature, object, and concept out there, and those who die become ancestral spirits. Spirits are free-willed entities, even if many times their behavior is closely tied to their affiliate concepts and people. They have a hierarchical society where one’s placement represents their overall level of power and popularity. Shin are common spirits, mostly those of people and beasts as well as smaller dwellings and geographic locales. Daeshin are ‘officers’ of the spirit world who gained the respect of their peers and are thus elevated to a more powerful status. Daegam are powerful entities who hold sway over incredibly broad phenomena, such as a spirit holding purview over all doors, entrances, and portals. Gods are technically the greatest spirits of all, but not even their lower-ranking peers know of their ultimate fate.

This foundation of the world strongly influences religious beliefs in Jeosung. There are two major belief systems in the realm, although both are decentralized, don’t have official organizations, and adhering to one doesn’t preclude being faithful in the other. Shamanism is the more popular faith, which prioritizes the relationship between Iseung and the world of spirits. The other religion is Purism, which arose during the Age of the Dragon Kings emphasizing the teachings of Hwanggung and the elevation of mortal nature to former Heavenly status via meditation and self-improvement. Purism teachings helped create the Yangban system, and while they also acknowledge the existence of the spirits, various Purists have differing views of Shamanism. Some view the reliance on spirits as weakness and the Shamans as competition, while others view the two faiths as compatible and incorporate both of their teachings into daily life.

Jeosung is a high-magic setting, but not like the industrialized nature of Eberron nor the archmage-riddled cities of Faerûn. The emphasis on education is such that even isolated and autonomous villages possess exams which can teach people minor spells, and most people know 3 wizard cantrips. Members of the Wizard class get 3 more, while casters of other traditions add those cantrips to their list of known ones. But the kind of magic which Jeosung lacks is the magic of Clerics. Although the gods created the world, they don’t answer prayers, that is, if they’re even still alive. Filling the role are Mudangs, or shamans who make treaties with spirits in exchange for magic. They are their own new class detailed in the rules section of the book. As for Purists, those skilled enough to be represented in class format are typically Monks of the new Sunim Monastic Tradition.

Unfortunately Koryo Hall of Adventures doesn’t really talk about how the spellcasting classes are further differentiated beyond these points. Although there’s a universal power source for magic via spirits and Sparks, is there any particular reason why some classes manifest differently? Are Druids merely Mudang who exclusively traffic with nature spirits? Are warlocks mages who signed exclusivity contracts with powerful Daegam? Are sorcerers people descended from the union of spirit-mortal dalliances? Do paladins get their spells from spirits of ideologies? The book doesn’t say.


Races of Jeosung details the major playable fantasy species of the setting. Like just about every other published one out there it’s human-centric, although the other Player’s Handbook races have a part to play along with one new one. Humans were once in a position of irrelevancy, being weaker than the dragonborn and unable to survive against monstrous beings without their help. But seemingly out of nowhere during the Second Age their communities rapidly developed into city-states, then confederations, then kingdoms. Their rise to prominence engenders a sense of pride in comparison to other races, and they display this in the creation of their art and the maintenance of their pseudo-meritocratic aristocracy.

Quote
They want to be the big dog in town, as if most of their existence prior to emerging as a dominant race was built on a need for recognition that would ensure their survival. It is fair to say that the entire human race at this point in time is in a constant fight with its own insecurities by showing off its manufactured relevance in any way possible.

Dragonborns are the other indigenous race to Jeosung, descendants of primordial beasts and Dragons. Dragonborn are just as likely to have old noble families as humans, and have their own new subraces. Hwasanyong are Haenamguk’s military caste and tend to be what people think of when associating the race with martial prowess. The Nokyong live mostly in Mudangguk and keep to the forests, helping guide travelers through the woodlands. They’re normally quite chill, but they have contempt for the Hwasanyong. Yulaeyong are the most isolated of the subraces, having grown wings which they use to glide among the Cheonsanju mountain range in icy Noonnara. They mostly keep to themselves and are slow to act, preferring to get as much information as possible about a situation or dilemma before committing to a task.

Of the PHB races, Dwarves are also native to the region and used to have nations of their own during the Age of the Dragon Kings. Their two major cultural groups include the Hwangmoon and Hwasan. The Hwangmoon live under the Cheonsanju mountains and are famed for gems and subterranean treasure. The Hwasan primarily live in the volcano of the same name and are the reason Haenamguk has such a famed heavy industry. The latter have a rocky history with the Hwasanyong dragonborn, of mutual wars and enslavement of both sides which is today kept to a resentful simmer under the current military dictatorship. Halflings are the third native race, and much like their Tolkien inspiration they mostly are content with simple rural lives. Their two subraces are Forest Halflings who live a hidden subsistence lifestyle in treetop villages, and the Plains Halflings who settled the Pyeojngji Flatlands of Haenamguk and provide said nation with an agricultural bounty.

Elves came from unknown realms across the sea. Although their traders were present during the Age of the Dragon Kings, they showed up in far greater numbers during the Winds of Darkness and those who stayed after the war helped rebuild society. The only known subraces living in Jeosung are the High Elves and Wood Elves. Gnomes also came via Elven merchant vessels, and are obsessed with the accumulation of wealth. They have a land of their own in Noonnara known as the Kingdom of the Fat Toad. Goliaths are rare in Jeosung, mostly coming from warlike kingdoms to the north of Noonnara. Said realms made unsuccessful invasion attempts of Jeosung during the Age of the Dragon Kings, and the few who settled south live mostly in Noonnara and forsworn violence in order to better integrate into society. Half-elves are described pretty poorly by the book, as “self-centered opportunists often in positions of power that they don’t deserve.” They came from intermarriages between humans and elves during and after the Winds of Darkness, considered to possess the best of both cultures and often appointed to leadership positions for possessing aesthetic qualities prized by both races. Such favoritism engenders an entitlement complex in most half-elves, who prefer to rely upon nepotism and shortcuts over hard work which creates resentment from others.

Noonsalam are Jeosung’s new race. Also known as the Snow People, they came from lands north of Noonnara to hide from the goliaths. They are best known for growing the Infinite Forest that separates Jeosung from the unknown north, but don’t really interact with the rest of the realms. Noonsalam live as self-sufficient villagers and hunter-gatherers who like to build magic items in their spare time, which are prized by traders who give them goods to help them better survive in exchange. Noonsalam society has little need for coins. Strangely they do not have stats as a playable race, much less a Bestiary entry in this book or the Pathfinder/OSR conversion documents. On that note, there aren’t any entries for the new subraces either. The only exception is that the Pathfinder conversion document has write-ups for the Dragonborn subraces.

Thoughts So Far: Jeosung’s first impression is one that hews closely to classic fantasy RPG tropes: you’ve got the gods creating the world, a Golden Age and a fall from grace, kingdoms with mystical artifacts, and an evil monster-demon army overthrown by legendary heroes. I enjoyed the write-ups on spirits and how intertwined they are with daily life, magic, and religion, which gives spellcasting a specific grounding and origin. I also liked how the aristocracy was a system founded on lofty ideals only to become just like so many other aristocracies. The omnipresence of cantrips among the general populace is an interesting touch, and the use of a world with no active gods is another novel idea.  Although I was a bit surprised to see no real discussion on how the character classes, particularly the magical ones, fit into Jeosung’s society. Even if magic has a universal origin, it still begs the question of why spellcasters other than Mudang exist and why their particular magic manifests in a different way.

Join us next time as we cover Chapters 3 & 4, where we learn about the power players in Agencies and Factions and get ample illustrations and descriptions of homes, food, instruments, and more in Visualizing Jeosung!

3
D&D 5e / [Creative] Spheres of Power & Might by Setting
« on: May 24, 2021, 12:13:46 AM »

For the unknowing, there’s an OGL friendly online wiki!

In between my Let’s Read projects I’ve been working on another. As a long-time fan of Spheres of Power, I really enjoy the converted version of 5th Edition. Much like the original system, it too is open-ended without being overpowered, with many options to emulate all kinds of character concepts. As many gamers are fond of using existing settings with their own peculiar foundations of magical law, power levels, and themes, I figured it’d be best to write on how Spheres of Power & Might can be best utilized in some of the more well-known ones. I’ll be covering both official and third party material.

Each post has appropriate sections. Major Traditions covers the Casting and Martial Traditions most known and appropriate to the setting. Advanced/Legendary Talents illustrates if such talents are appropriate for the world, and which ones in certain cases. Technology Level is self-explanatory and discusses how certain choices in the Equipment and Tinkerer spheres may or may not be appropriate. New Rules & Subsystems covers a wide gamut of options indicative appropriate to the Sphere-ified setting. Finally, Popular Archetypes tells you how to best build certain concepts, classes, and character options iconic to the setting!

I will compile entries via a Table of Contents in the OP if possible.

Forgotten Realms
Dragonlance
Ravenloft
Dark Sun

4
D&D 5e / [Let's Read] Seas of Vodari
« on: May 15, 2021, 11:52:24 PM »

Tribality is part self-publisher, part online community of Dungeons & Dragons enthusiasts. The company’s products focused mostly on small splatbooks one could grab for a few bucks, although in mid-2019 they set their sights higher with a KickStarter for a 270 page setting. Seas of Vodari began as one of the authors’ homebrew settings, with strong seafaring influences. Influenced by media ranging from Pirates of the Caribbean to Star Trek and Indiana Jones, the setting places adventuring parties as a ship’s crew. All the typical fantasy setups would be preset albeit with a nautical theme, where traveling bands of adventures would sail to various islands in search of treasure, get involved in local problems, and fight vicious monsters and pirates among other threats.

The book opens up with Six Things You Should Know About Vodari, highlighting aspects of the world the authors deem important: One, if it can be found in a typical fantasy world, it can be found in Vodari. Two, it is a dangerous world, where voyages between otherwise placid islands can be fouled by pirates, weather, and other mishaps, and even major ports are home to crime, politicking, and the more ‘civilized’ kinds of dangers. Third, it is a broken world, one that is such due to the once-great continent of Varanu being torn asunder into many smaller islands from a divinely-fueled conflict known as the Godwar. Now a divine storm is still raging in what was once the landmass’ epicenter. Four, it is a world where the gods are proactive, and make heavy use of mortal pawns to gain power and influence given that the destruction of the continent was the result of the last time they waged war openly. Fifth, it is a world where magic is rare and accessible only to a gifted few. Sixth, it is a world more technologically advanced than the typical medieval setting: steam power, gunpowder, alchemy, and other technological devices are more common, developed to make up for the lack of widespread magic.


Chapter I: Welcome to Vodari

The History of Vodari is fractured and incomplete, with countless texts and knowledge lost from Varanu’s destruction 700 years ago. Different cultures interpreted and safeguarded various tales and recollections, with the closest unified approximations by scholars sussing out the truth among them. This section presents various in-character treatises explaining the origin of the world and procession of events which take a variety of styles. One entry is written in a literary fashion of the gods working together in creating life, while another is the reenactment of a divine war via dragonborn theater. I’ll paraphrase things in a more objective tone, but still wanted to point this out on account of it being an interesting way of explaining a setting’s history.

What is commonly known is that the gods are the oldest known entities, the twin siblings Taeva the Just and Vesi the Enigmatic the very first among them. They and other gods brought light to the world, created the moon, and worked other wonders, but Vesi soon grew unreasonable. Hating the light borne from the sun and moon, she retreated to the deepest depths of the oceans. The oldest races, the now-extinct Varu and the Dakri were born out of two gods’ desire to learn the joys of dance and joined their divine parents in this rhythmatic display, their performance creating a marvellous palace. The demigods known as the Varuva were made by Taeva to shape the world of Vodari from the chaos of nothingness that still predominated.

Soon Vesi sought to bring down what was built out of spite, so she taught her children to be warriors, and in turn Taeva followed suit. Their creations soon warred upon each other, and Vesi tempted one of Taeva’s demigod-generals with power to have him join her side, promising him a lofty position as the conqueror of the world.


The sisters’ wars would soon cause the other gods to get involved. Some in spite of it, such as the fire god Volkan who burst from a giant egg with a loud roar when both goddess’ forces threatened his peace and quiet. Volkan’s roars caused the world to rain with heated soil, solidifying into the first land mass, the continent of Varanu.

On said land the first great mortal civilizations arose. There were the mysterious Ancients, whose only legacy are mysterious ruins brimming with magical artifacts and wonder. Then came the dragonborn, elves, dwarves, and other typical fantasy races who established their own communities. The Draga (the dragonborn term for themselves) forged a mighty empire that conquered many lands, and soon their reign fell to slave rebellions. The human veterans of this conflict became the new rulers of many provinces and thus the new political power of the continent and had not one, but three empires: Zuroth, Avera, and Verdaan. These civilizations would eventually fall too, but for unknown reasons. What is known is that many stories and texts speak of a woman spreading chaos known as “Lady Storm,” “Queen Ruin,” and many other epithets believed to be the goddess Vesi in disguise. Eventually this led to war, and then a cataclysm that destroyed Varanu. Seas and mountains fell, the ground itself split apart, and a storm known as Vesi’s Rage dominated the ocean with merely a ring of scattered islands holding the last true bastions of civilization.

It was a time where everyone suffered, but the survivors adapted to their new world. The lack of any large landmasses meant that seafaring ships and navies became the primary expressions of military and economic might, and ports grew to link various communities and nations together. The former empire of Verdaan were now harsh frozen wastes in the northern ring of islands, while the southern landmasses were more prosperous by comparison. Fifty years ago a series of technological and magical innovations changed society in what is known as the Great Leap. In addition to alchemy and metallurgy, new designs in shipbuilding and navigation allowed vessels to sail farther and longer, and the rediscovery of black powder reshaped the face of war. More and more islands were discovered and claimed by the various nations, colonized, annexed, and fought over for their resources. It wasn’t long until full-scale war arose, taking a heavy toll on the common folk who bore the brunt of such ventures. When all sides grew tired they signed treaties and rebuilt, but instead devoted efforts to spies, privateers, and other deniable assets which gave rise to an age of piracy. The theocracy of Taevara declared war on all pirates, including ‘legitimate’ privateers, and other nations began to rescind their writ of marques and try pirates for their crimes due to political pressure. This left many of these seabound raiders without work or the backing of the state...but they still had their own weapons and fleets of ships.

I bet you can see where this is going.

A Pirate Queen by the name of Esmerelda decided to found her own pirate nation, and for a time she came quite close to this when they seized an entire archipelago of colonies. But an assassination attempt and politicial infighting ground those dreams to pieces like a ship upon rocky shoals, with the surviving communities being a loose mutual defense pact at best. As of today, the nations of Vodari are in a tense pseudo-peace: Zavros’ monarchy is a power in name only, now dominated by organized crime. Arushi is close to experiencing peasant revolt as the nobility holes up in their own sanctums as famine and disease rage across the land. Taevara is an authoritarian theocracy, and the Pirate Isles are too busy fighting each other to mount a serious offense like they did in the past yet still a dire threat to ship-bound trade. Although overt war has been abandoned, Vodari is far from a peaceful land.


Religion in Vodari is one that will be familiar to many fantasy RPG fans. The world has a unified pantheon of 16 deities who are favored differently in various cultures, but are more or less universally known and acknowledged. Although the gods are split up alignment-wise, even evil-aligned deities still receive offerings if only to avoid their wrath. There are a few philosophers who believe that the gods don’t exist, but Istoro the God of Wisdom and Knowledge surreptitiously places them under his protection because he finds the irony incredibly amusing. The gods are much more involved in the affairs of the world, and while they often disguise themselves as mortals many Vodarians have encountered the gods at least once in their life even if they don’t know it.

The gods of Vodari are split into three broad groups: the five Creators are the classic good-aligned divinities who safeguard mortals, bless crops, and are responsible for all the nice things in life. Aerako is a mischievous god of wind of unknown origin (conflicting creation myths) who doesn’t take life seriously. Aubori is the gentle side of nature, also presiding over beauty, and is conflicted as while she aligns morally with Taeva she still bears love for the Destroyers. Taeva is the goddess of civilization and war, a warrior queen who has a “mother knows best” sense of an orderly society and whose worshipers are the most willing to strike out against those they believe threaten such ideals. Tero is the god of light, love, and healing, and is the most popular of the gods for such domains of influence. Toamna is the goddess of agriculture and fertility, favored by farmers who reshape the land into sustaining life. She along with Aubori does not much care for the wars between the gods and sits out the conflicts, as the first casualties of war are the common folk no matter the cause or reason why it’s waged. And after Varanu’s destruction, who can blame them?

The six Preservers are the neutral caretakers who view good and evil as being equally destructive and side against whoever has the upper hand...oh great, we’re using the worst Neutral Stupid tropes again. Fortana is the classic chaotic trickster and lover of freedom who people pray to for good fortune. Istoro is the god of wisdom and knowledge whose priesthood maintains libraries and other storehouses of knowledge in lieu of temples as a means of honoring him. Mirta presides over birth and death, who wove a never-ending tapestry with her brother Morto representing the progression of life into death, although Morto perverted it out of jealousy and caused the first undead to rise. Kalder was a former mortal hero who upon his death decided to forge a kingdom of the dead and built a grand Nordic-style meadhall after seeing the poor “living” conditions of the once colorless and forlorn afterlife. Okeano is the god of the sea and all the life within, residing in a Palace Under the Sea which serves as neutral ground between the three divine factions. He can be wrathful against those who abuse or pollute the ocean, often manifesting in floods and storms, but can also be merciful, as he is fond of taking pearls and other treasure from deep depths to give to poor children so that they can turn their lives around. Sindri is the goddess of creativity and invention, favored by artisans and artists in equal measure, and was responsible for shaping Varunu’s intricate wilderness out of Volkan’s powerful quakes. She is notable for creating some of the most famous magical artifacts in history, or providing inspiration for their creation at the hands of mortals.

The five Destroyers are the classic villainous gods and goddesses, holding dominion over monsters, necromancy, conquest, and other things that make the world a worse place. Dokahi is a more insidious and subtle evil; she lairs in the Benthic Deep and feeds on people’s negative emotions, often promising power and safety to the vengeful and fearful in exchange for service. She also grants favors and spells to abusive parents, knowing that their actions further abusive cycles and whose children are easier to manipulate and recruit into her cults. She instills self-loathing in such worshipers, teaching them that they are nothing without her and she has given them everything. Morto is the stereotypical necromantic death god who sabotaged his sister’s tapestry and stopped guiding souls to the afterlife, forcing Mirta and Fortuna to take up said mantle. By undoing Mirta’s tapestry he causes living souls to be trapped as undead, and he teaches necromancers how to do this as well just to spite his sister in unmaking her beautiful world. Scatho, the god of conquest and tyranny, was once one of Taeva’s demigod generals whose own bloodthirstiness was taken advantage of by Vesi. There are some who posit Vesi as the quintessential “evil temptress luring men to evil with sex,” but whatever the truth of their relationship what is undeniable is that Scatho was tempted most by a desire to be a ruler and a true god more than any greater sense of justice or higher-minded ideals. Vesi is the classic Chaotic Evil “destroy everything” goddess who presides over storms, darkness, and chaos. She was the first entity of evil, and seeks to destroy mortal civilization under a sea of blood and ruin. Finally we have Volkan, a god of fire and destruction (seems a bit redundant in a pantheon known as the Destroyers) who burst from an egg and ironically created the continent of Varanu. He is associated with volcanoes whose lava often mimics his origin story, and is a popular deity among the dragonborn.

The gods as a whole have a balanced array of alignments and domains, the latter of which are suggestions rather than the only options. However, there is an exception in the new Spirit domain, which represents practitioners of syncretic faiths who revere multiple deities based on circumstance and need. We also have a brief overview of the afterlife, known as the Seas Beyond. Mortals are escorted to a shore by Mirta, and three ships help guide these souls to the true afterlives. First there is lush Alcyon, whose wilderness is closest to that of the mortal world and ruled over by Kalder. Then there is dark and gloomy Bathyal where Morto holds court over evildoers of all stripes. This fearful land is home to the jungle-strewn mausoleum-city of Mortopolis and a “swamp prophet” known as Polder whose own predictions have made their way into the heads of mortal scholars and spellcasters. Finally we have the Benthic Deep, Dokahi’s realm, where all of her subjects are turned into flat, boneless, and pale things from the intense pressure. Dokahi has often attempted to use her narcissistic mind games on Vesi and turn her into yet another tool, but the hot-headed goddess is too proud to be affected beyond being pissed off enough to strike out against Dokahi’s forces.


Life in Vodari is the final section of this chapter. It covers the major “common knowledge” elements as opposed to daily living, which itself varies wildly depending on where one lives. Vodari is a spherical planet with a sun and moon (known as Luna), with four seasons and a lunar calendar of 364 days split into 12 months. Weather is more tropical in the south and cold in the north, with the western and eastern islands of a more temperate disposition. The dominance of the eternal storm of Vesi’s Rage shrinks and expands at random times, causing oceanic courses to differ in time and route based on what sections of sea are safe to travel.

We get a list of common and popular holidays, such as the Carnival of Masks whose parades honor masked heroes who overthrew an ancient tyrant of Vereci, Midsummer which is celebrated on the summer solstice and a popular time to get married, Cataclysmus which celebrates Volkan’s creation of the first continent with fireworks (and religious dances in the case of dragonborn), and Rum Festival which is so named after a time when pirates obtained an epic haul of rum during a raid.

Languages and currency are similar to standard D&D. Common languages include the various fantasy races, with no languages based on human ethnicity or nationality as some other settings have. The major exception is Shantyspeak, which is like Thieves’ Cant but for smugglers and pirates. Exotic languages include the typical planar ones as well as Deep Speech (spoken by aboleths), Giant, and Sylvan. The specifics of coinage differ wildly based upon nation and mint, but just about every notable country splits currency based on metal (copper, silver, gold, platinum) although almost as common are paper money used and issued by banks.

For education, formal schooling tends to be of three kinds: home-schooled in the case of rural communities, private schools and tutors for the wealthy, and public schooling for most children in cities. Public schools are heavily funded and managed by Istori’s priesthood, which means that Vodari has a very high literacy rate for a pre-industrial population (well over 50%).

Finally we cover magic, although we don’t learn much new that wasn’t covered in the Six Things at the beginning. We do learn that the Arcane Council is the predominant body of arcane spellcasters. Arising out of a mutual defense pact among mages during anti-magic purges, the Council is governed by eight archmages who manage towers of their own specializing in a different school of magic. We get a paragraph on each archmage, their goals, and the foundations of their tower. The Council as a whole manages magic schools in the largest cities, but due to the time and resources needed in training apprentices such places cater almost exclusively to the wealthy.

Thoughts So Far: Seas of Vodari has a surprisingly ‘standard’ fantasy backdrop in spite of its Age of Sail style setting. The history and gods follow a lot of common tropes, although there are some novel differences: I’m particularly fond of the god Keldar, who effectively created a pseudo-Valhalla upon finding the actual afterlife not to his liking. And I also like that there are good-aligned gods who sit out the good-evil conflict not of a non-interventionist “both sides are bad” argument but due to the misery that war and conflict causes. Which makes sense in a way, but feels odd when juxtaposed against the Preservers who really do argue Both Sidesism.  Dokahi is a rather unexpected entry, covering an aspect of evil that is often overlooked in fantasy fiction. Given her themes of gaslighting and child abuse, she is uncomfortable in a way that more typical evil overlords/world destroyers like Vesi and Scatho aren’t, which may require more care than usual in incorporation of her themes in games.

I’m a bit more iffy on the Arcane Council; they feel way too close to Dragonlance’s Orders of High Sorcery, and while they may have a more sensible division than color-coded morality robes I would have preferred something more novel. At first I was a bit underwhelmed by the lack of new languages, but upon reflection felt that the highly-mobile nature of seafaring games wouldn’t be ideal for this. When PCs may very well journey to a new island every adventure, tongues based upon geographical boundaries aren’t going to be as important. I do feel that Shantyspeak is a bit superfluous when Thieves’ Cant is a thing, although it may be to serve pirate-type PCs who don’t necessarily want to be Rogues.

Join us next time as we cover the first part of Chapter II, a World to Explore!

5
D&D 5e / Anyone here looked into Spheres of Power/Might for 5e?
« on: April 23, 2021, 06:45:57 PM »
The conversions came out sometime last month. I backed it on KickStarter and been reading both products for quite some time. Needless to say that I'm a fan; it allows for a great level of customization unseen in typical 5e builds.

6
D&D 5e / [Let's Read] Beowulf: Age of Heroes
« on: April 19, 2021, 10:52:25 PM »

As you can tell with my prior Supers & Sorcery review, I’m attracted to products which promise to do something novel and experimental. Back during the heyday of Min-Max Boards I had a mini-series known as Courtroom Reviews where I looked over D20 sourcebooks promising to revolutionize the rules or offer something unfulfilled in existing products. Beowulf: Age of Heroes sold itself on two things: a new beautiful setting inspired by a mythical early medieval Britain and Scandinavia, and rules for 5th Edition that can enable 1 on 1 duet style play. While I’ll be reviewing the book as a whole, I admit that the latter promise tempted me to check this out, but Beowulf: Age of Heroes has more than enough material to make it an interesting read beyond this.

There is one more thing to address that I feel is worth mentioning: the creators are keenly aware that many fascists and hate groups have a fetishized view of Northern Europe that has sadly permeated among fandoms of various subcultures, so to counteract this a donation to anti-racist charities is made with every sale of the book. Furthermore, the book notes that Northern Europe had explorers and traders of groups who in modern times would be classified as people of color, and that while not a truly egalitarian society women had more rights and privileges than is often assumed to be the case. Several of the pregenerated characters reflect this, such as an Arab exile who pissed off the wrong nobleman in Baghdad and is now taking refuge in the Whale Road, or various warrior women who are capable of defending themselves against man and monster alike.

Forward & Introduction

So why Beowulf? Well we have a foreword and introduction talking about the history of the Beowulf poem, which being the oldest known work of recorded English literature and one of the most translated, has been interpreted in many ways throughout the ages. And that’s not counting the malleable nature of oral traditions which preceded or replaced the written word when that wasn’t available. Beowulf: Age of Heroes is thus a reimagining of that mythical time, when the Anglo-Saxons set sail for a new home in the British Isles, where the ruins of the recently-collapsed Western Roman Empire stood as testament to a former time of grandeur now long gone, where the barrows and standing stones of prior generations held ancient secrets long lost to present-day sages, and the grim determinism of old religions meet in an uncertain dance with the new God of the Book and its liberating promise of universal salvation. The PC is a Hero, cut from the cloth of mighty warriors, rulers of men, vengeful monster-hunters, and explorers of the stormy Whale Road who achieve mighty deeds in a land brimming with monsters, foul magic, and the omnipresent threat of nature itself.

Furthermore, the structured nature of Beowulf-style tales of “travel to new realms, slay the monster” are by now tried and true literary tropes. But Age of Heroes structures things on both the player’s and GM’s side to facilitate 1 on 1 play, including a sample adventure within the book (and a free adventure which is a product all on its own that I won’t be reviewing just yet).


One thing I’ll say about Beowulf: Age of Heroes is that its art is downright gorgeous. Every chapter starts out with a beautiful two-page spread, along with lines from the Old English poem pertinent to the subject matter. Our first chapter is fluff-heavy, detailing the world of early medieval Northern Europe. As this era in history is radically different from the typical castles, knights, and churches most people think of when they hear the Middle Ages, this section details things from an historical perspective to better immerse the reader. But as this is a game derived from folklore whose tellers prioritize a good story over historical accuracy, and set in a world where beasts of legend are real, the book also gives an ‘historical fantasy’ overlay closer to the kind of thing you’d imagine in a skald’s song rather than a dry academic treatise. The text acknowledges that much of the setting comes from an Anglo-Saxon perspective, but it does try to make note of other cultures and tribes, and even has a list of various notable groups of Europe during the Early Middle Ages. Some listed entries touch upon lands even farther south than Britain and Scandinavia, such as the Lombards of Italy and Visigoths of Spain.

So some broad overviews: the actual century isn’t marked, but it’s around the time the Angles, Jutes, and Saxons left their native Denmark due to rising sea levels and growing marshland to settle in the British Isles. The Roman Empire still stands in the east and the Islamic faith is forging a new Caliphate in the south, but in Northern Europe most of civilization are small plots of land organized into autonomous tribes and kingdoms rather than proper nation-states, where a warband of several dozen is considered a momentous event. Most travel is done by ship on the Whale Road, a term for the Northern and Baltic Seas, and barring a few trusted trade routes precious few people seek to settle further inland in continental Europe. Those lands are home to omnipresent dark forests, shadowy places of death filled with wolves, bears, bandits, and worse and whose soil is poor for farming. Most people are subsistence farmers, and division of labor is mostly specialists in various crafts: for example, blacksmithing, scops who are basically bards, and Christian monks who attend to spiritual duties.* The primary social venue in settlements was the meadhall, a communal longhouse that served as a multi-purpose eating place, courthouse where the local lord resolved disputes, and a place of retreat during raids by bandits and monsters.

*the priest as its own distinct social class doesn’t really exist among Anglo-Saxon pagan communities beyond community leaders overseeing the management of holidays and building of shrines. In these cases, “priestly duties” are very much a community effort.

In sparsely populated areas with only a few scribes and rune-carvers gifted in literacy, laws were not inviolate written tradition, instead being an informal series of oaths and gift-giving to cement trust and social bonds. Leaders of settlements were known as ring-givers, so called for the silver and golden rings worn on arms, fingers, necks, and other places which took on symbolic value in the dispensation of wealth. The payment of taxes, the sharing of loot obtained during voyages and raids, the payment of weregild (a life-price) for the death and injury of a community’s inhabitants, and hospitality of providing food and shelter to guests in exchange for respect and abiding by the laws of the household all share aspects of thess gift-giving and oath-based societal constructs. This is a culture where one’s word is one’s bond and to violate oaths and refusal to settle one’s debts within reason is one of the worst things a person can do.

We also have write-ups of more controversial material, or ones that often require care in their portrayal in gaming sessions. First off, the text notes that women had many privileges and rights as free men in Anglo-Saxon law, and the RPG makes no special import or distinction between genders in terms of the setting or in how people react to the PC and their Followers. The text later on does make mention of a common-held belief that women are innately better in the arts of divination and ascertaining the wyrd of others, and those who have a knack for it often gain a social role as wise women in communities. This is even the case in Christianity, who often culturally flavors such things as being visions from God. The use of fate and wyrd do have game mechanics, but gender has no bearing one way or the other in their manifestations.

Secondly, the discussion of slavery details how most slaves in Northern Europe were often indentured servants who sold themselves into bondage in order to avoid starvation. The text notes that while it wasn’t based on modern concepts of race and there were more ‘rights’ for the slaves at the time than the Transatlantic slave trade, it also notes that is it understandably uncomfortable material and shouldn’t necessarily be minimized into a “they didn’t have it so bad” mindset. The poem of Beowulf didn’t focus or elaborate on slavery much and that it’s reasonable for campaign to easily have all characters encountered be ‘free.’ Additionally, the cultural interpretation of Christianity in the region preached universal manumission as a virtue, and it was common in this era for many converted lords to free the slaves in their lands.

Moving on, our last major cultural section talks about faith and religion. The two major philosophies are the Old Ways, an all-encompassing term for the various European pagan practices, and the Church of the Book, aka Christianity.* The Old Ways are more fatalistic: there exist many gods, who don’t necessarily have to be moral paragons or figures that you like, and often have enough problems of their own in fighting fighting giants and other horrors. Humanity has no inherent special place in the cosmic order, and the world is doomed to destruction in a war with monsters. This is a reflection of the inevitable cycle of life, death, and conflict inherent to existence; this state of affairs isn’t necessarily good or evil, it merely is, and the best one can do is to adhere to a sustainable way of life and uphold values of strength, sacrifice, and self-determination. Sacrifices and rituals can earn favour from the Old Gods in exchange for blessings, such as magic amulets to ward off danger and divination from the words of spirits.

*albeit the sample Arab pregenerated PC for the Hermit’s Sanctuary standalone adventure has an alignment “of the Book,” and is noted as being “faithful to the One God, though his version seems somewhat different to those of the Northerners.” This likely implies that Jewish and Muslim characters would also count as being the same alignment in regards to the game’s faith alignment mechanics, which we’ll cover later.

We have a list of a few Gods of the Old Ways and their common names. They derive heavily from the Norse pantheon, including those classic standbys of Odin/Wodan/Wotan/etc and Thunor/Thor/Donar. The fact that different people use different names, rituals, and even tales of such beings is not seen as theologically troubling. They are gods, after all, and exist beyond the typical mortal constraints of time and fate. Finding their natures seemingly contradictory and hard to understand is but proof of their divinity.

The Church is a new religion to the region, and has its own explanation of the world and humanity’s place in it. Unlike the fatalistic Old Ways humanity is not doomed to the many cultural equivalents of Ragnarok, but that faith in the God of the Book and the actions of good works can help anyone earn spiritual salvation. Monsters of the world are the descendants of Cain the First Murderer, and God can help everyone resist them. Even the meekest slaves and sinners can do their part, if only they believe and repent. Adherents of the Church are mostly self-autonomous and some interpret God’s law in their own ways but acknowledge the leadership of Rome’s Pope. Through his aid they helped secure and copy many scholarly works via networks of monasteries and abbeys, which gave them a huge edge in using the gift of literacy for long-distance communication and economic bonds. Which they of course point to as God’s favor.

Christians at this point in history do not have the strength in numbers or force of arms to violently suppress the Old Ways in this region, so for now they mostly dedicate their conversions via rhetoric, trade, and economic aid. There are many people who in fact combine aspects of Christianity and the Old Ways, borrowing the teachings they find best apply to themselves and their communities, or are fence-sitters who for various reasons feel that they cannot take a definite stance on ultimate religious knowledge. Beowulf: Age of Heroes does not take a side in who is theologically right, and makes it so that both have elements of truth: treasures and rituals that appeal to pagan gods have just as much power as the relics of Saints, and monsters can be willing servants of Satan as often as they are giants seeking vengeance for their kin slain by Thor and Tyr.

But what everyone in the lands of the Whale Road believe in, be they pagan or Christian, is the power of Wyrd. To describe it in simplified terms for the benefit of an RPG, it is a cultural interpretation of something closest to fate or destiny. Everyone has a future and role to play in existence, for good or ill, but these things can be learned about and understood and thus influenced. A person’s wyrd can be found out via various omens and portents, both in divination rituals as well as knowing what to look for in the natural world. The wyrd of heroes is to achieve great things and be remembered by future generations for their skill and valor.

Our chapter ends with New Rules for Beowulf: Age of Heroes. More a list of things to come than an in-depth entry, each detail has reference to page numbers, and throughout the book there’s useful cross-referencing when these new rules are mentioned. We’ll cover these in their own sections, save for three exceptions:

Firstly, Alignment as it exists in Dungeons & Dragons has no place in Beowulf. The Hero  is presumed to be a “good person” in that they help others in need by fighting monsters who are a blight on communities. Instead alignment reflects one’s faith: Old Ways, Of the Book, or Neutral. Each alignment has its own set of Feats available only to that religion, and certain magic items can only be attuned by the right believer. An Alignment Die represents the Hero having the special attention of God, the Gods, or luck and whenever a D20 is about to be rolled with Advantage the player can choose one of the dice to be representative of their Alignment. Once the dice are rolled the Hero can gain Inspiration if the Alignment die is selected as the result of the roll, whether it succeeds or not. In the case of a failed roll the short-term loss narratively rewards the Hero with Inspiration due to their Wyrd aligning with them. This way of rolling dice can be used a theoretically infinite number of times, only limited by the amount of times that they can gain Advantage during the course of play.

Secondly, there are two new Conditions which can be inflicted on or protect foes: Defeated and Undefeatable. Even in a warrior culture most people do not want to die, and fights to the death are rare. All kinds of humans and monsters can be subject to the Defeated Condition via general preconditions listed in their stat block. Being reduced below a certain Hit Point value is the most common, but other things include exposing them to their signature weakness, hacking off a non-vital but important limb, and the loss of morale via a leader or number of allies falling in battle. The specifics of the Defeated condition can take many forms, from becoming doomed to die from wounds after slinking away,* surrendering in battle, becoming disarmed or transformed to a harmless state in some way, and so on. What is inviolate is that the foe cannot continue to fight or take advantage of the Hero and their Followers afterwards in a moment of deception: Defeated means Defeated.

*which in fact was the fate of Grendel in the poem.

The other condition, Undefeatable, is a special Condition that only the major villain of an adventure can have. It’s reserved for “capital-M Monsters” as the book calls them, who have unmatched endurance but whose vulnerable state can be learned and thus exploited by the Hero. Not only are they immune to the Defeated condition, they only take 1 point of damage maximum from any source of harm. The Undefeatable Condition is removed once the Hero exploits their weakness or via their 20th-level capstone class feature.

Thirdly, Spears Are Always Available. This weapon is iconic for its ease of crafting and use, and the Hero can always find a spear at hand. Be it from the armory of a ship or meadhall, a spare weapon handed over by an ally or picked off a fallen foe, or even taking up a nearby hefty tree branch and snapping off the end into a sharp point, the Hero is never unarmed unless they make the conscious decision to fight with their bare fists.


Beyond just background, class, and feats, this 38-page chapter gives a player everything they need to build their starting Hero besides Followers who have a chapter all their own. To start with, the standard rules of 5th Edition are followed, with a few exceptions: first off, all Heroes are human: they have typical Human race things but add +2 to one ability score and +1 to another, are fluent in the Trader’s Tongue* and the language of their homeland, select one Feat they qualify for, and roll randomly or choose from a list of 12 Quirks. Quirks are mostly-passive abilities which give a Hero some useful feature or trick, and include options such as advantage on saves or resistance to certain harmful attacks, Darkvision of 60 feet, being able to move through the spaces of larger-sized creatures, or rerolling a natural 1 on an attack, ability check, or saving throw.

*an argot language used among sailors of the Baltic and North Seas.

Backgrounds exist in Beowulf, which more or less follow the PHB procedure of two skill proficiencies, bonus equipment, and Features. However, one interesting thing of note is that each one gives the PC a single Tool proficiency of their own choice. The Backgrounds are also reflective of a supposed role or destiny of the Hero, such as Avenger (a monster slaughtered your people and now you want to slay it), or the appropriately-named Chosen One (singled out for a special purpose by a prophecy). Additionally, the Features aren’t just role-play centric but have specific game mechanics that can directly aid the Hero. For example, the amnesiac Adrift’s feature allows the PC to spend Inspiration 1/adventure and choose an NPC who knows something of their past which can grant bonus XP when revealed, while Noble’s Blood can revive a Spent Follower* or restore Hit Dice equal to their proficiency bonus to a character as an action 1/long rest.

*Follower whose services and abilities are temporarily unusable.

The Hero Class is the only class available for play in Beowulf: Age of Heroes. They have a d8 Hit Die but start play with 10 + CON modifier Hit Points at 1st level, can choose one uncommon save (STR/INT/CHA) and one common save (DEX/CON/WIS) in which to be proficient, and choose three skills of their choice in which to be proficient, and are a predictably martial class in having proficiency in all armor, shields, and weapons (including improvised weapons). For starting equipment they have a Hero’s Kit which contains common adventuring supplies, a spear, and can choose from an assortment of armor, shield, helmets, and melee and ranged weapons as bonus equipment. They already get a subclass at 1st level, and have 6 to choose from which are all strongly themed around an ability score.

Beyond their first level features, Heroes get predictable martial class features: a Fighting Style at 2nd level,* Ability Score Improvements/Feats every 4 levels but also at 6th, and an Extra Attack at 5th level. For more original features they can spend a bonus action, Inspiration, and Hit Dice to gain temporary HIt Points at 2nd level, can reroll a failed saving throw 1/long rest at 9th level, can counterattack in melee as a reaction at 11th level, can drop to 1 HP instead of 0 if they succeed at a CON save** at 15th, can deal bonus d8 damage and an automatic critical with a melee weapon by expending inspiration and shattering it at 17th level,*** and at 20th level can use a bonus action to remove the Undefeatable condition from a creature albeit having their own hit points reduced to 1/4th if above that value.

*which doesn’t have archery or 2-weapon fighting but does include 2 new ones: Shield-Strong gives +1 AC when you have a shield in one hand and spear in another, and Hammer-Handed which lets you make an unarmed or improvised weapon attack as a bonus action if you have at least one hand free.

**that increases every time it’s used between rests.

***the bonus damage is dependent on the number of positive qualities, or Gifts, the weapon has.

Many of the Hero’s class features center around melee combat, and lacking spells it would seem that they don’t have a good selection of choices. That being said, there’s some versatility in options among skills, tools, and the like along with the prior Backgrounds and later Feat and Follower options. And the subclasses known as Heroic Tales expand the class further. They have some things in common, notably the ability to impose the Defeated condition 1/long rest as an 18th level ability via some aspect of their trade.



Bench Breaker are brawny, mighty-thewed warriors. They gain abilities focused around melee combat, forceful lifting and moving, and so on. At 1st level they can add Strength instead of Charisma to Intimidation checks. At 3rd, 7th, 10th, and 14th levels they can choose a Wrestling move that grants them new actions in combat, ranging from a higher based unarmed damage die, the ability to shove or grapple as a bonus action, can spend Inspiration to impose the Stunned condition on an unarmed strike if the creature fails a CON save, and dealing automatic 2d6 + STR damage every round while grappling as they choke a creature, among other things. At middle to higher levels they gain advantage on STR checks when breaking things and being moved against their will, add double proficiency when forcefully moving and damaging objects, at 14th level they can perform an inhumanly impossible feat of Strength by spending inspiration and rolling a GM-imposed check with disadvantage, and at 18th level can impose the Defeated Condition if an unarmed attack reduces a creature to less than one-fourth its max HP.

While a great subclass for unarmed fighters, it leans a bit heavily on the unarmed/grappling side of things, and doesn’t have as many options (particularly in Wrestling) for Heroes who aren’t Hammer-Handed or prefer to keep their hands occupied with weapons or shields. But all that being said, I am happy to see more options for unarmed combat (including a Feat or two later on), especially given how Beowulf himself beat Grendel without any weapons. Such a fighting style isn’t one you see very often in European fantasy without the imposition of a Monk class.



Swift-Blessed rely on speed and reflexes to overcome the opposition. At 1st level they gain proficiency in Sleight of Hand if they didn’t have it already, and can use the skill to perform acts of legerdemain that can be passed off as magic to the unobservant eye and grant advantage (or disadvantage!) on an appropriate Charisma check. At 3rd level they can spend Inspiration to Dodge as a bonus action, at 7th level they gain the Rogue’s Evasion, at 10th level they can substitute Sleight of Hand vs an enemy’s Perception in lieu of an attack roll vs AC 1/rest and deal an automatic critical hit if they win, gain advantage on all DEX saves at 14th level, and at 18th level can impose the Defeated condition if a ranged attack reduces an enemy to 1/4th or less their max HP.

This subclass is rather defensive-minded, but its ability to get around an opponent’s defenses via Sleight of Hand and Dodge as a bonus action are very useful even if limited-use. I’m not keen on a class feature which can impose disadvantage depending on GM Fiat, as classes and subclasses by their nature are supposed to add more to a character rather than taking things away from them.



Ox-Spirited Heroes can push themselves through the most Hellish of torments via superhuman endurance and willpower. At 1st level they gain advantage on all saves and checks to resist position, and at 3rd level they can spend a Hit Die as a bonus action to gain resistance against one damage type for 1 turn or to turn a critical hit into a normal hit. At 7th level they gain advantage on saves to avoid Exhaustion, at 10th level they can spend Inspiration as a bonus action to negate the Stunned and Paralyzed conditions, at 14th level can spend a bonus action 1/long rest to heal 10 + CON score (not modifier, score) in Hit Points, and at 18th level they impose the Defeated condition on a creature if it fails a CON save vs an effect and the Hero succeeds against the same effect.

This subclass doesn’t grab me like the others, although I suppose it’s because its abilities are more passive than active. The 18th level ability feels more situational, too; it brings to mind challenging an enemy to a drinking contest or some other testing of endurance which may not always be applicable in the heat of battle.



Riddle-Reavers use knowledge and cunning in addition to martial skill in order to overcome foes. At 1st level they gain the incredibly useful ability to identify all resistances, immunities, and vulnerabilities of a creature by studying it as an action. At 3rd level they can grant Inspiration to themselves and a number of allies equal to their Intelligence modifier if they spend 1 minute preparing for and studying a challenge.* At 7th level they gain advantage on saves vs illusions, disguises, and sensory trickery, and at 10th level they gain advantage on saves against a creature’s special feature provided that they observe or gain knowledge about the feature in some way. At 14th-level they can bestow the 7th and 10th level advantages on allies who can see and hear them within 30 feet. At 18th level they can impose the Defeated condition on a foe if they spend an action and the enemy has less HP than them; if these circumstances are met and the enemy fails an INT save, they are Defeated.

*but can only benefit in such a way a number of times equal to their Intelligence modifier per rest.

The features of the Riddle-Reaver are useful in how open-ended they are, and they make for good team players with their Followers.



Council-Callers are wise beyond their years and mortal nature, relying upon common sense and worldly experience to find answers in the most hopeless and confusing trials. At 1st level they gain advantage in Insight checks to discern something about a creature who shares their alignment, which is pretty situational.* At 3rd level they can effectively cast the Augury spell 1/long rest, and at 7th level they can spend Inspiration to reroll an attack, save, or ability check before knowing whether or not the result is successful. At 10th level they can roll two d20 when finishing a long rest, and can replace the results of a roll made by a creature within 30 feet with one of these rolls.** At 14th level they gain advantage on all WIsdom saving throws, and at 18th level can impose the Defeated condition by spending a bonus action and succeeding at an Insight check of DC 20 + double the creature’s WIsdom modifier, and next round the Hero reveals the creature’s secret and thus the Defeated condition by spending an action.

*and in terms of a Christian PC nigh-useless against monsters who aren’t the type to pledge allegiance to the Abrahamic God. I take it this is more for social and investigative encounters, which are actually quite important in the adventure structure of Beowulf: Age of Heroes.

**each such die result may be used this way only once.

The Council-Caller subclass has very open-ended and useful abilities, with only the 1st level feature being of potentially limited usefulness. Like Riddle-Reaver it’s very much a thinking person’s subclass which shines best in the hands of a creative player.



Honey-Tongued are those whose forces of personality can stir the hearts of others, inspiring fearful dread and loving trust in equal measure. At 1st level if they spend Inspiration on a Charisma check when making a first impression, a successful result produces a dramatic or otherwise improbable reaction in the Hero’s favor. At 3rd level they can impose advantage or disadvantage on a creature’s attack/save/ability check within 30 feet as a reaction a number of times per rest equal to their Charisma modifier. At 7th level they and their allies within 10 feet have advantage on saves vs charms and enchantments, and at 10th level they can dispel a magical effect on another creature (not just mind-afflicting ones) 1/rest via an Intimidation or Persuasion check against the DC of the original saving throw. At 14th level they can cause all creatures within 60 feet to stop fighting on a failed Wisdom save 1/rest; if nobody has made an attack roll at the beginning of their next turn they can talk to the crowd uninterrupted for 1 minute. At 18th level they can impose the Defeated condition by succeeding on an Intimidation check DC equal to 20 plus twice the creature’s Charisma modifier, provided that it’s current HP is lower than the Hero’s.

This subclass is broadly useful, with a bit of an unexpected anti-magic aspect among the mid-range class features. The “speak really good” abilities are a bit more open-ended in the results they can impose, although the 3rd level feature is really good both for helping one’s Followers and for hindering foes in general.

I intended to have the rest of the chapter in one post, but this is getting rather long so I’m going to separate them into two sections.

Thoughts So Far: The book does a great job at portraying an evocative historical fantasy feel of an otherwise ill-understood era in both flavor text and mechanics. It is by no means weighty in the words department, but it has just enough detail to get across the right feel.

The Hero Class is the only class available for play in Beowulf: Age of Heroes. They have a d8 Hit Die but start play with 10 + CON score (yes score, not modifier) in Hit Points at 1st level (d8 + CON modifier thereafter), can choose one uncommon save (STR/INT/CHA) and one common save (DEX/CON/WIS) in which to be proficient, and choose three skills of their choice in which to be proficient, and are a predictably martial class in having proficiency in all armor, shields, and weapons (including improvised weapons). For starting equipment they have a Hero’s Kit which contains common adventuring supplies, a spear, and can choose from an assortment of armor, shield, helmets, and melee and ranged weapons as bonus equipment. They already get a subclass at 1st level, and have 6 to choose from which are all strongly themed around an ability score.

One thing I really like is the Defeated Condition. Although a GM with verisimilitude on their mind can get around it easily enough, a lot of tabletop RPGs (and especially video game RPGs) have almost every combat be one to the death. Although it enshrines it in specific mechanics, the imposition of overcoming a foe once a certain circumstance is met is one I like and can see myself incorporating into mainstream D&D.

Join us next time as we cover the rest of Part 2, from new equipment, ships, feats, and more!

7
D&D 5e / [Let's Read] Supers & Sorcery
« on: April 09, 2021, 08:34:56 PM »

Back in 2014, I ran a campaign known as Arcana High. The pitch was that the PCs were students at a world-renowned magical academy, but ended up inheriting relics which allowed them to transform into the Secret Swords, a team of masked heroes from times of yore. I’ve gone on to GM many other campaigns from then on, but even seven years later it is one of my most memorable campaigns. I used the Pathfinder system with the caveat that every PC must have levels in a full or partial spellcasting class, and the Secret Sword relics automatically granted Big Six bonuses along with anti-divination and disguise abilities to better maintain a secret identity. Topping this all off was my own feat-like progression of special abilities derived from superhero tropes. For this I drew influence from magical items rather than class features, so as to at once reduce the Christmas Tree effect while also allowing for meaningful progression. Furthermore, I had a more focused sense of what I wanted the game to be; I knew that things in Pathfinder got crazy past 12th level, so I sought to keep things in the setting (including the larger threats) within this scale while still doing my best to emulate “larger than life” adventures. In all but the final arc PCs still had regular concerns of balancing school life with magical vigilantism. And while they were talented enough to handle themselves, several ‘mid-level’ NPC allies they made along the way could still usefully contribute in smaller ways to their adventures.

While I’d like to think that I did an adequate job with the tools that I had, if I were to run Arcana High again I would not use Pathfinder or a D&D system for that matter. Even back then I realized that I was fighting against the rules in order to better fit genre constraints. Which naturally make me concerned about how Supers & Sorcery handles this, and for an Edition that is notably lower-powered than Pathfinder. Most superhero RPGs in general are not class-based, instead providing a point-based toolkit to build one’s character. Secondly, the power levels of superheroes vary wildly depending on the characters in question and genre. Thirdly, the limitations of race mean that choosing more exotic options are out of the question unless you’re using a 3rd party supplement or starting at a higher level. You can’t expect to run a D&D Superhero game without someone asking at some point if they can play as a dragon, or maybe even a Treant that sounds like a monotone Vin Diesel. Fourth, the reliance upon Vancian rest refresh rates and accumulation of spells and items means that it’s harder to emulate a single-themed character like the Flash or one who’s not a gadget-user, in that you’re bound to pick up tangential abilities over time. There’s also the fact that the core abilities of many superheroes are at-will features, and the pacing between battles and damage recovery don’t play well in the endurance run dungeon crawl that is D&D.

Fifthly, one trick pony character types often boil down to martials making repeat attacks rather than something more interesting. For example, if I were to emulate the Hulk in Champions, Masks, or Mutants & Masterminds, the systems in place easily let my character pick up something big and throw it, pick up someone else and wield them as a weapon, let them stomp the ground and create a shockwave, use super-strength to leap really far, and various other effects beyond just punching someone hard. The RPGs in question all do this very differently, but the martial/caster divide is notably absent in superhero media for a variety of reasons. And then of course there is Godbound, which is an OSR version of Exalted that does away with many D&D tropes in order to better emulate the “PCs are divine heroes” flavor.

Last but not least, superheroes as a genre are incredibly broad. Even from the same publisher and era, they have very different set-ups and aspects. Peter Parker’s comics mostly detail an otherwise normal young man whose down-to-earth worries of schooling, his job at the Daily Bugle, and Aunt May help emphasize his grounded nature of a “Friendly Neighborhood Spider-Man.” The X-Men focuses on themes of prejudice and the fear of humanity being upstaged by hyper-evolved mutants, with said mutants trying to find their place in a hostile world. Then there’s the Silver Surfer, a space-traveling artificial life form who has trouble relating to Earth at all and often acted as a voice of reason against our petty, backwards ways during the Silver Age of Comics. Each of these characters have different levels of power, but strong attempts at emulating their comics into RPG form will result in very different systems and settings unless one goes for a ‘generic’ approach.

With all that being said, I find combining superhero aesthetics with 5th Edition to be a tall order. Supers & Sorcery doesn’t seem to be aping any specific ‘style’ of superhero as mentioned above, instead billing itself in the broadest terms possible. As such this puts it on the level of something like the “build your own genre” of Champions vs. the more focused RPGs such as Masks. And even games such as Champions have the sense to put Spider-Man and Superman on different power tiers. More so than Pathfinder, Bounded Accuracy leads to a smaller power curve, closer to the “street level” than cosmic level that some superheroes can attain. I get that 5e compatibility sells books as a publishing strategy, but that doesn’t necessarily speak to the strength of the system. Throughout this review I’m going to be keeping the above in mind.

Sorry if that ended up as a bit of a rant. But I wanted to outline what I feel Supers & Sorcery has to contend with, and what the likeliest questions would-be readers are going to have about the stories one can make in its world.


Supers & Sorcery is just as much a settingbook as it is one of crunch. It centers on the city of Beacon, a bustling fantasy metropolis sitting at the nexus of a bunch of planar gateways home to all sorts of people. Various neighborhoods are themed around the various Ages of Comic Books, or designations of popular tropes and trends of real-world superhero tales. Golden Age is the emerging WW2 genre with strong influences from pulp predecessors, Silver Age is more light-hearted with sci-fi themes, Bronze Age is gritty antiheroes, ninjas, and...wait, the author is confusing Bronze Age with Iron Age. The Bronze Age of Comics was in the 70s, when the genre took a more mature turn with the unshackling of the Comics Code Authority. It was strongly marked by social change, such as more superheroes of color, more explicit left-wing political commentary, and the ‘powering down’ of some of the more ridiculous Silver Age antics. The Iron Age was post-Watchmen, which was more mature in the sex and violence sort of way. The Modern Age is thus defined in this book as a super-vague timeframe which combines elements of the previous Ages.

There’s also a full-page Dedication to Chadwick Boseman, talking about the actor’s influence in the superhero genre.



Chapter 1: Character Options

The first few chapters of Supers & Sorcery focus on the player-focused side of options. We get two new races thrust upon us: the Chloryfolk, who are a race of sapient music-loving plants. Their base traits include +2 Wisdom, being able to rest faster to spend Hit Dice while maintaining contact with sunlight, and proficiency with the Performance skill and 2 musical instruments. They have 6 subraces reflective of their native region along with +1 to an appropriate ability score; for example, Aquatic grants the ability to breathe underwater and a swim speed along with speaking with undersea life.

The other race is the Gnobold, a rare and new species in Beacon who are all the children of a gnomish-kobold couple and effectively an extended family. They gain +2 Dexterity, have Darkvision, advantage on all mental saves vs magic, limited telepathy in the form of mumbling, and advantage on attack rolls when within 5 feet of an ally. The two subraces include Anointed Gnobold, which grants +1 Wisdom and the ability to grant the attack roll and magic save advantages to adjacent allies 1/rest, and Craft Gnobold which grants proficiency with tinker’s tools and land vehicles but can also make a kit-bashed simple mechanical device during a short rest.

Origins reflect your PC superhero’s Origin Story, aka the source of their powers. The setting of Beacon has 4 major sources of superpowers: alien heritage, magic, science, and extraordinary skill. You get 6 Origin Points to spend as you wish among the categories, and gain 3 more at 11th level. Each source has a small list of abilities ranked from 1-4 points. Most of the features are rather minor things at 1-2 points (learn 1-3 cantrips, bonus language, darkvision and nonflight speed, etc), although features in the 3-4 range tend to be more significant (flight speed, resistance to 2 energy damage types, bonus spells, Expertise as per a Bard or Rogue, etc).

*But one specific new source of powers, arkwave energies, are not listed among them, and are in fact part of the new Archon class. I feel that this is an oversight, and this isn’t the first time I’ve seen things in this book that could use a second editing pass.

The book is rather vague as to whether Origins are meant to work in tandem or as a replacement for Races and Backgrounds. Normally one would think that they add onto it, but as the book brings up the idea that the GM can use them as replacements, it thus begs the question. Honestly Origins have some nice features, but cannot really make up for the ability score bonuses and features that races provide, much less the bonus skills and equipment of backgrounds. This is one of the weaknesses of 5th Edition: in Pathfinder, one could play as a monstrous race by using their Challenge Rating as a rough baseline for their effective level, and there’s an unbalanced yet weighty system for creating new races. For Godbound, race doesn’t really matter, and the Words of divine power one gains access to are broad and powerful enough to replicate a wide variety of concepts. And in actual superhero RPGs, the benefits of species are bought as superpowers just like anything else.


The Archon is the new class for Supers & Sorcery. They are the product of supernatural arkwaves which spread across Beacon every 20 years.* Archons are capable of instilling other people with superpowers, making them a valuable commodity. They feel a strong pull towards some ideal or virtue, which also manifests in the forms their powers take.

*the book notes that they spread farther than the city, among all the worlds of the Ring of Virtue.

The Archon has 1d8 Hit Die, is proficient in light armor, simple weapons, alchemy kits, Constitution and Charisma saves, and chooses three skills from a list of mostly physical and charismatic choices along with some cerebral ones such as Arcana, History, and Nature. At 1st level they are immune to disease, their Strength and Constitution scores cannot be reduced by any means, 1/rest they can enhance their senses to grant advantage on the next Investigation or Perception check made in an hour, and can communicate telepathically with intelligent creatures within 60 feet.

At 2nd level they gain a Warlockesque progression of Empowerments which are special abilities they can temporarily grant to others. They also get a Presence Attack which is an at-will ranged ability that deals 2d6 force damage +1d6 every 2 levels afterwards. Alternatively (and this is a permanent decision) an Archon can instead make their Presence Attack a melee one, gaining proficiency with martial weapons and use Charisma modifier for the attack and damage of all weapon attacks, along with +1d6 to +4d6 bonus force damage made with such attacks depending on their level.

At 3rd level they choose one of 3 Principalities which serve as subclasses, while at 5th level they can spend a reaction to reduce oncoming damage by half their Presence Attack die (or the choice of gaining Extra Attack instead for more martial builds). 6th level they gain temporary hit points after a long rest, and at 9th level they can cast Spiritual Weapon as a bonus action but at the cost of having their Presence Attack damage halved. Their later class features are more utility in nature: at 10th they gain enhanced movement of at-will flight, parkour (Dash as bonus and advantage on Acrobatics/Athletics), or teleportation whose uses are limited by short rest. At 13th they can speak and understand all languages, at 15th gain proficiency in Strength saving throws (Intelligence if already proficient), at 17th can grant their enhanced movement to an ally, at 18th can use their Charisma score in place of a die roll result 1/long rest, and at 20th level they can Empower two creatures at once with the same use and can also permanently Empower others.

The Principalities represent common feel-good virtues. Hope allows the Archon to summon mirror-image echoes which have telepathic contact, and grant various boons such as advantage on saves vs charm/frighten conditions to nearby allies, the echoes becoming automatically Empowered when an ally is Empowered, and gain advantage on attack rolls and bonus damage when fighting next to allies. Compassion is all about defense and healing, granting a limited use healing touch which restores hit points equal to the Presence Attack die, advantage on Medicine checks and effectively always having a healer’s kit on hand, can grant temporary hit points to nearby allies 1/long rest, and can end a variety of negative Conditions on allies benefitting from the healing touch. Principality of Justice are offensively focused, performing criticals with Presence Attacks on 19-20, the ability to push away and knock prone opponents if the Presence Attack is the variant melee option, count as one size category larger when it’s advantageous to the Archon, can create a gravity-warping ark field that can grapple multiple opponents and impose disadvantage on all attack rolls made against nearby targets 1/long rest, and a suicide ark bomb that deals AoE damage if the Archon is dropped to 0 hit points 1/long rest.

Empowerments are abilities which are learned as the Archon levels up. They start with 2 at 2nd level and gain 2 more at 5th, 11th, and 17th level and gain a final 9th Empowerment at 20th level. There are 20 Empowerments to choose from and their respective durations differ: most last for 1 minute, but others can last for 10 minutes or even hours. They include things such as having a creature treat their weapon attacks as magical, advantage on initiative rolls, gaining a special ranged elemental attack, resistance vs a certain damage type, flight, limited regeneration, and alternate forms such as etherealness, increased/reduced size, and shapeshifting into a CR 1 or lower creature of the Beast type. Archons cannot empower themselves, only others.

As a class the Archon feels odd to me. They seem to be the setting’s “special shtick” a la Eberron’s Artificer in that they are a reflection of a societal archetype. But in terms of superheroes they are a bit limited in being an “energy blaster” as their primary capability. Which in the world of Dungeons & Dragons is also the most common magic-user archetype for beginning players, which doesn’t really wow me. The granting of special abilities to allies is a nifty one, although as the Archon cannot Empower themselves there're only so many superhero archetypes they can emulate.

Speaking of which, there is one new subclass for every PHB class, each one’s features being an obvious callout to some notable Marvel/DC character.

Path of Growth Barbarian turns into the Hulk. When you rage you increase 1 size category along with enlarged personal equipment, reach, and +1d4 bonus damage as the initial feature. They can eventually grapple creatures of any size, gain advantage on Intelligence checks in interactions with Large and larger-sized creatures,* gain advantage on attacks vs smaller creatures, and the capstone ability imposes the Frightened condition on hostile creatures that start their turn within 10 feet of them.

*which is weird as Intelligence skills are more or less internal, i.e. what the characters knows vs what they can cause other creatures to do. Unless it’s meant to make them more easily identify giant monsters? Either way strange wording

College of Soundwaves Bard manipulates raw sound for a variety of purposes. They begin with resistance to thunder damage, learn the Thaumaturgy cantrip but can only use the booming voice feature if learned in this way, and gain proficiency in Persuasion or Insight. They also can spend Bardic Inspiration to subtract from a creature’s attack roll or add to a target’s saving throw roll if a hostile creature uses a verbal component spell within 60 feet. Later features include 2d6 to 4d6 bonus damage on all spells and attacks that deal thunder damage, can let a limited number of creatures within the AoE of said attacks auto-succeed on relevant saves as well as suffering no damage, and the capstone ability lets them create a sphere of silence at will and can mess with a target’s action economy by messing up their inner ear orientation by causing dizziness.

The Emotion Domain Cleric is an empath, capable of sensing and manipulating emotions. Their bonus spells are mostly buffs and debuffs (fear, confusion, calm emotions) along with some utility (zone of truth, locate creature). They initially gain proficiency with Insight and Persuasion and can grant temporary hit points to allies during a short rest by expending spell slots, Their later features include a Channel Divinity that can instill indifference or enragement (6th level) in a target, impose disadvantage on the saving throws of a target that attacked them, and their capstone ability allows them to spend a reaction to make an attacking target autofail a relevant roll.


Circle of the Mark Druids focus on a more specific kind of shapeshifting, honing the abilities of a particular animal type. They choose a specific CR 1 or lower Beast as their ‘mark,’ which grants additional features on top of the normal Wildshape boons when the druid takes their form. Such options include +1 AC, gaining an alternate movement speed based on the creature's form, certain minor senses (darkvision or advantage on Perception), or dealing bonus damage with natural weapons equal to Wisdom modifier on top of Strength/Dexterity. They also have Animal Friendship and Speak with Animals prepared as bonus spells, and their later features include improving their base traits (more AC, better movement, blindsight, etc), the ability to gain one creature-specific special ability of another wildshape form when shaped into their Mark, and their capstone ability grants them a bonus trait as well as the ability to cast Conjure Fey 1/long rest that takes the form of a pack of animals of the Marked beast.

The Super Martial Archetype is basically a poor man’s Superman. Your initial ability grants you Super Strength which...grants advantage on Strength checks and can add double your Strength modifier to attacks made with weapons while grappling. At 7th level you gain Super Vision which...grants you double proficiency on Insight and Perception. At 10th level you gain Super Speed which...lets you cast haste 1/short rest. 15th is Super Flight, where you gain a flying speed equal to your walking speed. At 18th you gain an at-will ability to use a reaction and reduce any form of damage by 1d10 + half Fighter level.

Way of the Steel Strike Monk turns you into a cyborg...no wait, it just gives you a magitech arm. You initially gain proficiency with tinker’s tools and an artifact which grafts onto or replaces a limb. You need to maintain said artifact daily or it suffers an Exhaustion-like Disrepair that gets worse over time.* But using the artifact with a Flurry of Blows allows the monk to add both their Strength and Dexterity modifiers to damage, and can cast Light but only on their artifact. Their later features include the ability to spend ki points to cast Acid Arrow, Scorching Ray, or Shatter and can increase the effective level by spending more ki points. They can also learn to cast Protection from Energy 1/rest, and their capstone ability lets them store up to 6 unused ki points into their artifact during long rests and can spend a reaction to cast one of their spells as an opportunity attack when a creature would provoke such an attack.

*wow as though being a poor man’s Iron Man wasn’t cool enough!

Oath of Gesh Paladins are Aquamen clones of all things. They make an oath to the Lord of Water, and are tasked with protecting the seas and their ecosystems. Their bonus spells are mostly utility and nature themed (create or destroy water, misty step, dominate beast, etc) and their Channel Divinity can let them add Charisma on top of Strength for melee attack rolls, advantage on Strength to push objects, and can impose disadvantage on attack rolls targeting adjacent allies. Their later features include an aura that grants resistance to cold damage and can move freely in water without penalty, casting Insect Plague that takes the form of a moray eel swarm, and their capstone ability can summon a CR 8 or less Water Elemental.

Evenfall Rider Rangers were attacked by a vampire or werewolf, partially gaining their abilities but also a burning desire for justice/vengeance against the species that wounded them so. They gain vampires and lycanthropes as bonus favored enemies, add 1d6 damage once per turn on all weapon attacks, gain darkvision, and gain Find Steed as a known spell. However, they are saddled with a curse depending on whether they’re a partial vampire or lycanthrope that activates on a failed Wisdom save once every 4 days or full moon respectively. Vampires gain an overwhelming urge to feed upon blood, while lycanthropes must hunt for prey and gain 1 level of exhaustion.* Later features include gaining bonus known spells depending on type (suggestion, invisibility, vampiric touch, and the like), gaining advantage on grapple checks vs vampires and lycanthropes and against the Charmed condition, can take half or no damage from AoE effects on failed and successful saves, and their capstone abilities cause all CR 5 and lower Court of Empty Night members to be afraid of the Ranger, and a bonus spell (confusion or faithful hound). Their final capstone ability lets them make 3 bonus weapon attacks 1/long rest when attacking a foe with 25% or fewer HP total (Ranger always knows the percentage of all targets) and stuns them if they’re still standing.

*What is up with archetypes imposing penalties now?!

Gatekeeper Rogues learn how to teleport for a player-defined reason (choose your choice of comic book logic upon gaining the archetype) and find novel uses for it. They initially can teleport anywhere within the 5 foot reach of a target whenever they hit with a melee weapon and this doesn't count against their movement. Their later features let them cast Blink, Misty Step, Dimension Door, and eventually Plane Shift and Teleport a limited amount of times per day (fewer times for higher level spells). They can use Dimension Door against unwilling and grappled opponents, inflicting Sneak Attack damage automatically when teleported in such a manner.

So umm...where’s that at-will teleport? I don’t expect it to be like the spell, but even short-range jumps are pretty iconic! Heck there are official PHB archetypes that let you do this outside of combat!

Red Right Hand Sorcerer Bloodlines are born as one of two surviving twins, possessed of the uncanny ability to absorb luck from others and use it for themselves as a result of fiendish influence. They initially can speak Abyssal, Infernal, gain double proficiency on all Charisma checks with fiends, and as a reaction can impose disadvantage on a single roll of a target within 60 feet a limited number of times (CHA modifier) per long rest. Their later features include the ability to spend Sorcery Points to add +1 to +3 to a spell attack roll,* 1d4 to 5d4 bonus damage,** or +1 to +3 Save DC of a spell*** 1/long rest. They can later take the form of a bat-winged demon, imposing the Frightened condition on nearby hostile targets, and their capstone ability lets them spend 7 Sorcery Points to grant additional features to said demonic form such as ignoring Frightened condition immunity, gaining flight speed, and a broad GM Fiat “perform acts of basic magic without expending a spell slot.”

*nice!

**cool!

***that’s overpowered!

I’m unsure of what comic book character this bloodline’s based. It feels closer to something you’d find in a regular D&D setting.


Warlocks with the Cosmic Light Otherworldly Patron are chosen by a powerful figure to enforce justice in the multiverse via the wielding of arkwave light energy. Their expanded spell list is mostly utility and defense-focused (daylight, flame strike, spirit guardians, etc), and their initial features grant them advantage on saves vs the Frightened condition and can deal 1d4 bonus force damage on their first attack made after the condition ends for every round that it lasted. Later features grant them a 30 foot flying speed (this kicks in early in comparison to other subclasses, at 6th level), immunity to inhaled toxins, resistance to force damage and immunity to the Charmed condition, and their Capstone Ability (appropriately-named A Corps of Your Own) lets them summon 10 illusory copies 1/long rest when they cast Eldritch Blast, and each one can make a single 1d12 force damage attack while also granting the warlock effect line of sight of everything within the illusory copies’ senses.

We also get a new Pact of the Ring for Warlocks with this subclass, granting them a magical ring that can be replaced via a 1 hour ritual. It grants the warlock the ability to turn their Eldritch Blasts into sustained forms up to 10 cubic feet in size, and can be maintained indefinitely and deal said cantrip’s damage to all who touch them (but otherwise can’t do anything else besides damage). Higher levels let them maintain more such shapes, and at 17th level can form it into a single construct.

A Green Lantern Corps patron is a cool idea, but I cannot help but feel that they would make a more appropriate Paladin. Additionally, said superhero’s core feature of being able to make energy objects isn’t replicable with said class and Pact. There’s no mention of if said Eldritch Blast shapes can sustain a certain level of weight, to what degree they are transparent for cover purposes, and if said shapes can mimic the function of ‘real’ objects.

Wizard School of Logomancy is devoted to the magic of words, and also has more traditional stage magic aesthetics; so it’s Zatanna. The initial features include the ability to ‘reverse’ the damage type of a cast spell (acid becomes poison, fire becomes cold, etc) and deals 1d4 to 1d12 bonus damage depending on wizard level when cast in such a way, and can teleport as part of their movement and leave an illusory double behind that is mistaken for the caster on a failed Intelligence save. Later features include the ability cast spells without somatic components provided they have an immediate casting time,* attempts at Counterspelling the wizard’s spells require an opposed Insight/Deception check in order to work, can deflect hostile spells back at the caster by speaking the verbal components backwards, and their capstone ability lets them create an AoE hallucination that imposes a variety of damaging debuffs based on a random roll of the target’s perception (wrapped in chains and submerged in water, being sawn in half, etc).

*the rules do not have an ‘immediate’ casting time. They’re separated into actions, or by minutes/hours for longer casting times.

There are four new Spells in this chapter. Heroic Landing is like Feather Fall but generates an AoE shockwave attack upon landing; Ice Cube is a cold-based version of Fireball but with a cube-shaped AoE; Twin Powers Activate has to be cast by 2 people with knowledge of the spell, transforming one of them into a CR 5 or less Beast, the other into a CR 5 or less Elemental. Finally, X-Ray Vision allows one to see up to 15 feet through objects and barriers but is blocked by common metal and lead.

Alter Egos are Super & Sorcery’s backgrounds, representing common civilian identities. There’s 12 of them, and quite a few have highly similar if not identical skill and equipment lists to PHB ones, albeit renamed to be specific to Beacon-specific institutions and trades. Some of the more interesting ones include Beacon Herald Reporter (choice of knowledge-based skill proficiencies, proficient with Forger’s Kit, and access to library and old newspaper archives), Lamplighter (city watch, Thieves’ Tools or Gaming set, plus choice of History, Insight, Investigation, or Persuasion, along with various minor favors from people due to local contacts), Mogul (come from a rich family or came into wealth, one tool proficiency of choice, Insight & Persuasion, and can craft magic items in 1/3rd the time when making use of company resources), and Shattered Son (anti-establishment group, gain Sleight of Hand & Stealth, proficiency in Disguise Kit & Thieves’ Tools, and knowledge of fast and discrete routes, a hidden safehouse, and patrol routes of law enforcement).

This chapter ends with two Feats. Resolute requires one to have 13 or higher Constitution, but allows one to immediately regain hit points upon reaching 0 hit points by spending half their remaining Hit Die; this is a limited-use ability, and unlike rest-based refresh rates for PCs is recharged on a 5 or 6 on a d6 roll every long rest, more akin to monster abilities. The other feat, Super Flight, increases one’s Dexterity by 1 and a flight speed equal to one’s base walking speed.

The ability to fly (and swim, burrow, and other unconventional movements) indefinitely is one of the most common abilities in superhero comics. However, it does raise the question of former class features which grant flight. There’s also a number of magic items that grant a similar ability, ranging from Uncommon to Rare. As flight from S&S’s new classes are often gained at higher levels, and don’t add to existing movement rates nor does this feat, it does beg the question of what happens if this feat becomes superfluous or tradable when the class feature is gained.



Chapter 2: Sidekicks

A mere 3 pages long, this chapter hardly qualifies for the title. Owing to how so many superheroes have constant companions, sidekicks are an optional system for NPC allies which players can level up and build like PCs but with special rules.

Sidekicks level up congruently to PCs, but at a halved rate. Instead of using typical classes they have Sidekick levels but can gain proper class levels after their 3rd sidekick level. Sidekick levels are notably weaker than real classes, with a mere d6 Hit Die, a starting proficiency bonus of +1, and limited proficiency in a single language, skill, tool, and simple weapon. At levels 2 through 10 they gain their choice of a single benefit such as more individual weapon/armor/tool proficiencies, ability score increases, cantrips or 1st-level spells, and proper class features of a real class equal to half their level. Their proficiency bonus grows to +2 at 3rd level and +3 at 10th level.

I gotta say, these rules are rather underwhelming. I’ve seen better rules in Matt Colville’s Strongholds & Followers for NPC allies that can grow alongside party members. And although they're much newer releases, the Sidekick rules from the official Tasha's Cauldron of Everything and Spheres of Power/Might’s expansion do the same thing but better. There Sidekicks are inferior to true PCs, but have more notable increases over the course of play.

Chapter 3: Variant Rules

At 2 pages this section’s even shorter than Sidekicks! Six new rules are provided to give a more superheroic feel for 5e games, and thus an intended higher level of power. The first rule allows PCs to spend the Hit Die to add the rolled result (no CON modifier bonus) to d20 rolls, damage rolls, and even to subtract the result of an enemy’s successful saving throw vs one of their attacks/spells/etc. Another rule allows the spending of Inspiration to cast a spell at a slot one level higher or to gain access to a class feature 2 levels higher for an undetermined amount of time. A third rule allows PCs to voluntarily take on levels of Exhaustion to gain advantage on attack rolls/saving throws or +5 to a single ability score for 3 rounds. Or to cause a target’s successful save to auto-fail. The fourth rule causes a “knockback” effect on critical hits where targets are flung through the air and fall prone as well as taking bonus damage if they come into contact with a solid surface. A fifth rule causes PCs to be able to take an instant short rest whenever they change into or out of their costumed identity, and long rests whenever they foil a supervillain’s plot. The final rule takes the Minion system from 4th Edition where enemies designated as “mooks” have only 1 hit point but their stats are otherwise unchanged.

A lot of these rules tend to give static increases to abilities vs more thematic changes. I do like the one-hit Minion idea, although some need work like the Inspiration use having a specific duration. Another thing I would’ve liked is a kind of scalable table of magnitude for higher power levels of superheroes, like the Hulk and Superman being able to lift entire buildings. For example at Tier 1 (1st-4th) you are street-level crime fighters and use the base guidelines for D&D, but at Tier 4 (17th-20th) you can blow up asteroids with your fists.

Thoughts So Far: The new material has left me unimpressed and only reinforced my concerns that Superhero D&D is better off using another ruleset in order to properly emulate genre conventions. The sample class archetypes are at once too unbalanced and too restrictive at emulating the diversity of character archetypes that are part and parcel of superhero fiction. Although there were attempts at opening things up in regards to race and origin, the inability to play actual monsters and more fantastical creatures (conceptually similar if not mechanically identical) that you’d expect in Superhero D&D is another point against its favor.

Join us next time as we cover the setting proper in Part 2: A World of Heroes!

8
D&D 5e / [Let's Read] Legacy of Mana
« on: December 13, 2020, 07:33:39 PM »

Hello everyone, and welcome to my next Let’s Read! This product is a 3rd party campaign setting for Dungeons & Dragons 5th Edition, but unlike my other reviews this one’s different. Namely, it isn’t for sale on any storefronts. Technically it’s a KickStarter product, but it’s been more or less confined to vaporware status and the creator has not meaningfully communicated with backers in quite some time. The book in question is more or less complete PDFwise, but the only things missing are physical copies and a long-promised Pathfinder 1e conversion. As to why I’m reviewing this, one part of me wishes to show the world what could have been, or will be if good fortune permits. The other part of me, while cynically realistic, still has some care about this setting when so many other backers already wrote it off, and figured to share my thoughts with an audience untainted by crowdfunding woes.

Old vs New: Legacy of Mana technically has 4 versions of the 5e product. The first two were very rough drafts, while the third was intended to be ‘complete.’ The final version was meant to add more content, and while it has 32 pages over its predecessor quite a bit of material was excised. And I’m not talking minor changes either, but important details such as the languages of the world, various subclasses, the names of the twin moons orbiting the world, and other such important things ended up removed. Erring on the side of comprehensiveness, this Let’s Lead will mark what has been changed where relevant.


Chapter 1: About Imaria & Chapter 2: the World of Imaria

The best way to sum up Legacy of Mana would be as a friend of mine put it when I described it to them: “Star Wars, but medieval fantasy.” Having nothing more than a coincidental naming structure with the Seiken Densetsu Mana series, Legacy of Mana is a world where magic is a natural energy source known as mana that flows throughout the planet in ley lines. Humanity became a dominant race due to the Blooded, an aristocracy of magic-enriched dynasties who used their connection to the land as evidence of their right to rule and became the de facto lords in pretty much every human settlement. The tyrannical Illtherian Empire rose to become the dominant power by exploiting anti-magic sentiment, utilizing an order of Knights bearing swords wrought of a metal capable of destroying mana itself. In an interesting change of things the setting takes place after the defeat of the Emperor, and the Empire while surviving is starting to crumble. The focus of the setting is on what occurs in the chaotic aftermath and the gradual return of magic to the world, for good or ill. Or at least, that’s the intent.

The first chapter is incredibly brief, going over what makes the setting distinct from other cliche fantasy worlds out there. Make no mistake, it is very heavily “D&D high fantasy,” but the author’s putting things front and center rather than being found later on.

Beyond this general overview, there are some other things to highlight: there are no gods in the classic D&D standard, for all forms of magic come from mana, and the closest equivalents we have to religion are those who view mana as a fate-like cosmic phenomena and worship it, and people who worship dragons. Clerics and paladins channel mana based on their faith and emotional state, while druidic magic comes from ambient mana altering their natural biology. The book would later contradict itself by having warlocks as a class making pacts with eldritch entities, although there’s a new ‘patron’ where warlocks become something akin to arcane white blood cells for the planet. Airships and floating continents are also in vogue, although said method of conveyance is restricted to the mysterious skybound kingdoms.

Old vs New: The 2 chapters used to be one larger, more comprehensive chapter. The older version of the book went into more detail on how mana is created and flows through the world. It radiates from the twin moons Palonia and Promia down to the planet. Mana in its flowing state are referred to as ley lines, gathering underground in thick clusters known as mana-wells. The wells shoot excess mana through subterranean tunnels up into the surface, suffusing the planet with magic.

*which go unnamed in the current version.


History

The world of Imaria is divided into six Ages. In the shadowy annals of Pre-History there were long-lost kingdoms of elves, dwarves, orcs, and Neranians (a new race in the book) who battled with each other in seemingly endless struggles. The beginnings of recorded history start with the Age of Baronia, with the discovery of humans. It turned out that humans had something going for them besides short lifespans and high fertility rates: they produced innately-magical members among their race who would later become known as the Blooded, and united all of the other races into peace...by making orcs a common enemy. This is viewed as a golden time by many, although some historians assert that this was an act of opportunistic genocide.

The Blooded became the dominant power in worldly politics; historians discovered that they originated from the surface of the twin moons and came down to Imaria via unknown means. Naturally they used their status and magical nature as a divine right of kings minus the divine part, creating a magical aristocracy. The world would become more interesting in the Age of Lunalia, where winged elves astride airships came down from floating continents and used their aerial gifts to establish a world-spanning trade empire. Things became more peaceful, and while the Lunalians exalted the value of open borders and free trade they immediately cut off all contact with the groundbound realms when the Blooded demanded that they be given airships of their own as part of the deal. So much for the invisible hand of the free market, eh?

The following Age of Pareth was when everything began to suck. The current generations of Blooded forgot what their ancestors fought for and started acting like stereotypical feudal lords. The nonhumans, meanwhile, started realizing that the human kingdoms could totally kick their ass with their magic and numbers and started withdrawing and preparing for potential war that soon became a self-fulfilling prophecy. But peace soon came again when the once-meager Lynnvander Blooded house shown the world that #notallnobles are bad and began to lead by example and started smacking down the worst of the warlords. They were successful, ushering in an Age of Lynnvander where peace once returned.

The following Age of Iltheria (called the Age of Loss by the elves due to their genocide) would repeat the cycle of history for the worst. A secret paramilitary order wielding swords made of a strange anti-magic metal struck at key strategic points, causing disunity among the Blooded and even bringing down the elven forest kingdom of Crystalfellen. These Iltherian Knights drew upon social outcasts and those who felt that the Blooded had failed them. The Lunalians saw what was going on and went “nah, let’s stay in the clouds for a while,” although most of the other races began to come together upon realization that this threat wasn’t localized. They failed, and the Iltherians came to power as they jailed and executed most of the Blooded, waged genocide against elves and other magical races, and enslaved countless people. Although surviving post-war nations attempted economic sanctions against them, Iltheria’s geographic position and reliance on slave labor (which the nouveau riche class of mundane landholders loved) meant that they came out ahead of such trade wars.

The Iltherian Empire did not last long. In a mere two decades they’d start to decline; once you drove all the mages into graves or hiding you couldn’t rely on them as a bogeyman as easily, so intellectuals of all stripes were targeted on the off-chance they were “secret wizards.” Slave rebellions, while rare, became the new go-to, but the Empire relied on their scapegoating a bit too universally and as a result faith in the system gradually weakened. This is not counting the degradation of the land in places due wiping out mana, or sudden hardships faced by communities when nobody could accurately predict the weather, cure resilient diseases, or do any of the stuff magic can easily do. Iltheria’s enemies raised a mercenary army in secret, striking at the capital, assassinating the Emperor, and causing a power vacuum to occur as others sought to clamor for the now-empty position. Iltheria still lives, although they lost a lot of power and territory since that fateful day.

The current postwar era is the Age of Arcana. Magic-users are beginning to grow more common as survivors come out of hiding and train new generations bearing supernatural talent. Blooded members in exile attempt to reclaim their noble birthrights to varying degrees of success. Lunalian airships are gradually making contact with the outside world, slavery is banned in most nations, the survivors of genocide and slavery are being given reparations for their suffering, and those former Iltherians who broke away from the system to fight it seek to atone for their misdeeds. In an odd choice of words they call themselves Iltherian Reformists, even though it’s clear that they see no sense in preserving the Empire and even take violent action against them. Shouldn’t they be called Revolutionaries, Redeemers, or even better discard the term Iltherian altogether to show their change of heart? They’re more or less the PC option for players who want cool anti-magic swords and powers but don’t want to be a Lawful Evil dickwad in a spellcaster-free party.

There’s mention of a “new unknown evil” at the edges of the world, which...isn’t described, only that there are lots of scary stories going around.

Old vs New: The Age of Lunalia was originally called the Age of Iouna, which was oddly-named as said continent (spelled elsewhere as Iounia) has little prominence during this era. There’s still references to this Age in the current version, although I believe it’s a mistake the editors failed to catch. The Iltherian Reformists were formerly called the New Order Iltherians.


Magic, Imarian Life, & Dragons

There are technically six types of magic in Imaria, with Arcane and Divine being but two. Magic, no matter what its source, comes from mana. The way in which it is wielded and processed differs, but ultimately stems from the land itself. Alchemical magic doesn’t even require you to be a spellcaster, for it is the natural process of using items and ingredients to trap mana in a certain state, usually for medicinal and poisonous purposes. Anti-Magic isn’t even a type, but is included here for relevance; a metal known as renik has the ability to outright destroy mana from existence, and is typically shaped into swords by Iltherians for offensive properties. “Antimagic” spells such as Counterspell and the like merely staunch the flow of ley lines or slow them to a bare trickle; renik instead evaporates them. Arcane magic is when a person uses their blood to call mana from the environment and reshape it to their whims; sorcerers can do this naturally, while wizards learn to do the same effects via study and practice. Divine magic is the process of shaping mana via the power of belief; as such divine spellcasters don’t need holy symbols to channel their powers, although they can still ‘fall’ if they suffer a crisis of faith. Seers are people who call mana from different places in the timestream, and as such are unaffected by low/no mana zones given that they’re borrowing the mana from a point when it did exist. Seers are named such that their powers give them glimpses into what may be and what has passed. Finally, supernatural magic is when a person’s very biology is reshaped by long-term exposure to mana. It’s an all-encompassing term for those who have natural magical powers due to their race, and also includes druids. As to why sorcerers aren’t lumped in or how this makes it different from arcane magic “casting through the blood…” this isn’t really explained.

Old vs New: Seers were originally called psionics and would also cover potential psionic classes that will be made official...any day now...by Wizards of the Coast. Additionally, some sample “in-character text” for various entries has been replaced with new text or moved around.

There’s no one-size-fits-all description of how people in Imaria live; different places have their own particular needs, cultures, and traditions, although there are some broad universalities. The Iltherian Empire’s anti-intellectualism caused technological as well as magical regression in places, as scholars who once maintained wondrous devices were executed and their works burned. There has been no conclusive evidence of the existence of gods or how the world itself was created, although there are those who worship mana and the land. Indeed there are people who believe that the world itself chooses champions to safeguard its welfare. Dragons are one of the most powerful beings known and are commonly worshiped, although most went into a deep slumber from the lowering mana levels and Iltherian depredations. There’s also a second draconic race known as Wyrms, artificial creations who are skilled shapeshifters possessed of a free spirit. They use Brass Dragon stats, but as little else is said about them I’m unsure what niche they’re supposed to fill in the setting.

Most of Imaria falls in that vague High Medieval/Renaissance level of technological industrialization. Most of society is agricultural, and gunpowder and airships are local specialties. It’s mentioned that Iltheria has “running water, irrigation, sanitation, and lighting” although the vagueness on this makes me ask if the empire’s cities have out and out electrical grids or merely very efficiently-burning fuels for illumination. It kind of goes against their anti-intellectual streak causing technology to be lost, and the book doesn’t describe how they managed to avert this particular problem...or if they’re averting it very well at all.

Old vs New: The prior version of this book went into detail on common currencies by continent. The gold/silver/platinum standard is far from universal: the barter system reigns in Krymaris, which housed the Iltherian Empire, and the wild continent of Tensire. Iounia uses gems and precious metals as currency in addition to coins, while the island nations of Phaelan’s Republic have their own local currencies with favorable exchange rates due to trade agreements. Thalagrant differs wildly between the barter system and coins depending on local circumstances. Furthermore, we had a table of Standard and Exotic Languages, numbering a whopping 32! Merchant Tongue is the “common” language of the setting, and there’s multiple languages based on continents, cultures, subraces, and subcultures; Skull Sign is used by member of the Diamond Skull, Slave-Tongue developed among Iltherian slaves to speak in confidentiality, and Mana-Arcane is the language spoken by spellcasters (mostly seers, wizards, and humans).

Thoughts So Far: I have mixed feelings about the first two chapters. For one, I like how humans have a specific role in the world and distinctive trait via a moon-born magical aristocracy. Making humanity a high magic race, at least among the upper class, is a rather novel spin and also gives an explanation for how they became a dominant power. I also commend the author’s chutzpah in departing from the necessity of gods and pantheons by making religion a literal matter of faith; by making magic a natural resource which some believe can empower agents to protect the land itself, the setting has more of an eco-friendly/green message as opposed to one such as Faerun or Krynn where the gods are the linchpins of reality cohesion.

I have to take points off for inconsistencies and vague descriptions, which I outlined in the above sections. I also find it odd that the Iltherian Empire rose in a time of peace; in terms of real-world history and for narrative purposes it feels as though it would’ve made more sense for them to succeed during the Age of Pareth, where distrust of the Blooded and the infighting among nations would be ripe to exploit. I also do find it stretching belief a bit that the Iltherians were able to single-handedly destroy the elven nation and most of their forest; they were but a military order at this point, and wouldn’t become a proper kingdom until an undetermined amount of time later. Maybe the elves are very small in number or something?

Last but not least, none of the PDFs have proper bookmarks or even an index. As the latest 2 versions range from 156 to 188 pages with 8-9 chapters, this makes navigating the books quite hard. Even more so when you’re a reviewer like me, trying to find out what’s changed or been added/taken away.

Join us next time as we take a tour of the world in Chapter 3, Lands of Imaria!

9
General D&D Discussion / [Let's Read] Magical Industrial Revolution
« on: October 12, 2020, 03:16:53 AM »

Quote from: Gary Gygax, The Strategic Review II, 1976
If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly, or the referee is forced to change the game into a new framework which will accommodate what he has created by way of player-characters.

Most D&D settings, OSR and otherwise, are pretty conservative in wanting to maintain a stagnated level of pseudo-medieval technology. Innovations, magical and otherwise, have various handwavium explanations for why they fail to impact society especially in regards to economy and standards of living. Barring higher-fantasy examples such as Netheril’s floating cities or dragon-sorcerers turning Athas into a desert. While said societies inevitably fell into ruin, there aren’t many campaign settings with focus on their grandness before their downfall.

Magical Industrial Revolution was written to turn this trope on its head, positing the city-based setting of Endon where magical inventions are rapidly transforming society in ways both positive and negative. It is a pre-apocalyptic setting: magic is not inherently destructive, but bereft of societal and ethical considerations it runs a very real risk of causing disaster and/or being turned into yet another tool of oppression for the powerful. But in the meantime, Endon is meant to be an up and coming magical superpower inserted into the GM’s preferred setting, drawing people from all over the world hoping to take advantage of its many boons. It is built for that pseudo-B/X ruleset that predominates the OSR, although it has some mentions here and there of more modern iterations of D&D. A lot of its charts and tables are more or less system-neutral, which helps in this regard.

Magical Industrial Revolution has a Victorian aesthetic, although the author Skerples mentions that it can still fit in typical Ye Olde Medieval Fantasy. He points out that real-world technological industrialization wasn’t spread out evenly even in the 19th Century, and many realms remained rural even when they gained access to machinery. Furthermore, Endon is also meant to serve as an example of one of those Golden Age civilizations of magic whose legacy seems to dot many campaign worlds as ruins brimming with treasure. Once the city and its surrounding network falls, the spells and magic items once taken for granted are now rare and precious things.

Endon is thus representative of a transition period from Renaissance feudalism to modern industrialism, although said author does is also insistent that the book is not meant to be a political allegory beyond how “even good intentions and idealism can wreak dreadful havoc.” I disagree with this premise in that the political subtexts of changing Victorian society still seep through, but I’ll go into more detail on this in later chapters.

But in spite of the toolbox nature, MIR does come with some pseudo-setting preconditions. One, Endon’s magic is mostly arcane in nature; most inhabitants are secular and the gods if they exist seem to have a hands-off approach towards the city’s events. Furthermore, scholars have a theory that spells are living beings not unlike souls. Spellcasters “learn” magic by allowing said spells to attach to their own soul in a symbiotic relationship.  Spells gain sustenance by being cast and bound into objects, and the energy they require for sustenance comes from the sun which is why most spell slots and spell effects recharge on a daily basis. This is also why magical items of a permanent or multi-charge nature take more resources to build, for they require more “spell food” to keep the spells within them alive.

Secondly, there are brief alterations to gold and XP gain. The standard OSR means of accumulation exist, but PCs can gain XP for ‘story-based awards’ such as inventing something new, getting appointed to public office, averting some magical disaster, and other means of making a mark upon society. Additionally, gold piece values correspond on a 1-1 basis of what 1 British Pound was worth in 1800. Which according to the Bank of England is equivalent to 844 pounds in 2019 via adjusting for inflation, or $1,100 US Dollars in modern times. The book claims that it’s $100 USD modern, but my much larger findings are based on Bank of England website and MorningStar Investment. The latter I found via Googling “British Pound to US Dollars” and using the calculator provided. But at the end of the day I’m not an economist so I may be off in some regard and just using the more immediate results. For gaming groups using AD&D or 5th Edition rulesets, they’re advised to increase gold piece prices tenfold.

Thirdly, a set of new rules for campaign progression are given. There are 8 major Innovations occurring in Endon that can transform society in a big way, each with 6 Stages. The final Stage causes an apocalyptic event that irreversibly changes Endon (and possibly the world) for the worse. The GM can use as many or as few Innovations as they desire, but generally speaking barring actions from the PCs every Season/year/game session* a 1d6 for each Innovation is rolled. If it is equal to or greater than the current Stage, it advances to the next Stage. Furthermore, there’s also a Tempo score ranging from 1 to 3, which represents how the city itself changes both magically, technologically, and socially as a result. The score starts out at 1 and goes to 2 once all Innovations reach Stage 3, and goes to 3 when they’re all Stage 4 or above. A lot of locations and events give a list of how things change via Tempo, and for campaigns taking place in or with frequent trips to Endon it helps convey a gradual sense of change. Basically higher Tempos cause magical services and items to become cheaper, but at an increase of strange supernatural phenomena, arcane pollution, and radical social changes resulting from the freeing up of human manual labor and an extremely high output of once-rarer resources.

*depending on ideal campaign flow.


Endon is more or less an independent city-state, and its inhabitants are called Endoners. Humans are the dominant population at all levels of society, although the fantasy races exist in small pockets throughout. While there are foreigners from all over the world, Endoners have a bit of an elitist streak and tend to downplay the accomplishments of other civilizations by making favorable comparisons to their own. The provided history of the city is minimalist: it was originally a military camp that grew into a settlement of its own and soon a large city over the course of a thousand years. But ten years ago two major events happened: first, a foreign wizard made great innovations in magical theory which he collected into the Principia Arcana. Said work posited a grand unified theory of magic, linking otherwise disparate traditions and spells together as well as putting forth the theory of spells being living creatures that feed off of energy from the sun. Secondly, a wizard used a pair of minor spells to create a self-carding, self-spinning loom which brought him great wealth in the textile industry. These two wizards marked the beginning of a progression of events that inspired the Magical Industrial Revolution.

Important Locations covers 25 major landmarks and buildings in Endon along with a full-page map and cross-referencing of appropriate page numbers for related material (tables for opera plays, politicians, etc). They are simple three-sentence descriptions (one sentence for each Tempo) and an accompanying NPC who can provide goods and services to the party. There’s quite a bit of good material, and the brevity manages to adequately convey the atmosphere of the place and social change. For example, at Tempo 2 the Parliament building erects a giant enchanted clock tower that can broadcast emergency messages. The River Burl becomes increasingly hazardous and filthy as the campaign progresses: at Tempo 2 street urchins sifting through sewage take to wearing stilts to avoid mutations and disease which some of them catch anyway, while at Tempo 3 packs of dangerous eels prowl the waters to feed off of magical residue.

Weather in Endon conforms closely to real-world London, being a temperate-to-cold climate and very foggy. A d12 table is rolled at a time convenient for the GM to mark the day’s weather; at Tempo 1 a 1d6 is rolled, while Tempo 2 and 3 are d10 and d12. The first 6 results are rather mundane, although 7 to 10 causes more erratic changes such as dense haze and a “stinkwave” of chemical smells from rivers and factories. The 12th result is a Nightmare Fog, a dangerous result of the build-up of thousands of spells being cast in a day over long periods of time, giving rise to dangerous tentacular multi-colored smoke. Said fog deals 1d4 damage per round to those within it, but can be kept at bay with heat sources and wind. The first time it strikes the city it will kill hundreds of people and go down as a national tragedy, but later on the city will adapt to future Nightmare Fogs by enacting safety measures of varying effectiveness.

And it would not be a proper OSR sourcebook without new tables! Among our results we have d100 Buildings in Endon, with the latter 50 separated into smaller d10 tables representative of a neighborhood’s social class; d100 Random Encounters with similar d20 tables separated by social class and subject matter ranging from street-sellers to angry mobs to run-away carts and arcane experiments. There’s also less eventful sightings such as a passing hot air balloon in the sky or a news reporter conducting street interviews. Furthermore there’s also Rambles, a jumbled condensed collection of half-sentences for the GM to randomly throw in to scenes representing the constant presence of people in a big city.

Our chapter ends with an in-character advertisement from one of Endon’s newspapers. Boff! Magazine is a political satire pamphlet whose jokes are a continued presence in this book:



From the theoretical to the practical, all sorts of new spells, gadgets, and species are being created in Endon. However, only a few people have both the connections, skills, and capital to ensure that their research changes society on a truly grand scale. These 8 Innovations are the primary movers of Endon’s Tempo, and each of their initial 5 Stages provide new goods and services in line with their industry (and cheaper prices for existing goods and services). Stage 6 represents Terminal Events that cause things to come crashing down in a catastrophic way, and there are suggestions provided for how PCs can Avert the Apocalypse. Half of the Innovations come with an NPC Innovator (or pair of Innovators) who are the primary inventors, while the other half represent a common phenomenon or service that cannot be claimed by one owner but is instead a group of competing industries or an eventual monopoly of the service. The Innovators are not high-level archmages, and are 2-3 Hit Die characters with middling combat capabilities save for perhaps their own unique spell/item that can give them an edge.

Each Innovation’s means of Averting differ, but tend to have a few similarities: PCs can turn public opinion on to the dangers of it, they could sabotage the industry or turn the public on to an alternative service or resource, and/or predicting the upcoming dangers and devising safeguards to prevent them. Not all of the solutions are Luddite in getting rid of said industry, although a few suggest that legislating and taxing the market as an end in and of itself to make said industry grow less. While I’m not some laissez-faire capitalist, later chapters will reveal that Endon’s legal system is a joke and that government regulation is unlikely to work given the mixture of incompetence and corruption in the halls of power.

Miles’ Moving Miracles: George Miles wants to improve upon the rare, expensive, and just not all that safe array of aerial magical transport; it’s far too easy to fall off a broomstick or carpet. Starting out with floating rods that can move via a small jolt of magic, Miles improves upon this with proper vehicle frames such as coaches that can hop long distances and flying carriages powered by successive castings of levitation and mundane propulsion. The military takes interest in this and funds his company for aerial warfare, and eventually George decides to devote all of his efforts in building a machine to fly to the moon. Said pseudo-rocket looks like a giant iron tree made up of millions of Movable Rods. It will inevitably explode and shower Endon in molten iron once it takes off, or destroy the ozone layer and expose the world to unfiltered sunlight, or push the entire city into the sea by falling over.

*In the book there’s no apostrophe, but this appears to be the grammatically correct choice.

Room to Live: The use of extradimensional spaces usually produces small rooms capable of holding no more than a few people at once and are typically used by adventuring types. But what if their use is devoted to the expansion of living space and large-scale storage? The creation of a Portable Room catches on among the rich and famous, with an interior that can last for 10 years. Over time entire industries migrate indoors, shipping companies can transport huge loads efficiently, and the creation of extradimensional reservoirs combat flooding. Endon can afford more living space, but the lack of proper air circulation in said spaces causes low-income housing to be sweaty, smoke-filled spaces and proper counting of population is next to impossible save via the counting of chimneys. The Terminal Events represent the rending of space-time as rooms collapse in on each other, unexpectedly shrink or expand, and portals no longer reliably leading to their intended locations. Buildings and their entire inhabitants seemingly vanish, causing many to turn to cannibalism as they’re trapped in a maze of interdimensional spaces.

A World Without Roads: Teleportation spells are both high-level and tend to only transport a relatively small amount of mass. True “teleportals” that are permanent and can be used without an archmage are a highly-desirable good. The creation of the True Teleport spell begins with Earnest Perring building a pair of teleportation circles in two neighborhoods, and soon a self-regulatory business known as the Circle League is established by taking over smaller teleportation-related businesses in the industry. The League uses its resources to establish more complicated circles to work over longer distances while making said circles from cheaper spell components. Endon opens up a circle with another major city in the campaign setting, although this boon to trade and transport comes at a cost as extradimensional creatures from “Elsewhere” pop up with frightening frequency to attack people, and the Circle League resorts to threats and violence to cover up such incidents. The Terminal Event comes as Elsewhere Rifts pop up around the circles, consuming the surrounding landscape and letting otherworldly horrors invade the Material Plane.

True Polymorph: While the power to shapechange has many boons, the major industries of Endon find success in the alteration of animal test experiments. Menageries of “unnatural creatures” spring up as tourist attractions and pets for the rich, polymorphed meat means that the poor no longer have to be vegetarian as said meat becomes even cheaper than fruits and vegetables due to the abundance of transformable rats and pigeons. Meanwhile, businesses delve into the potential of polymorphing creatures into the forms of long-extinct and totally fictitious creatures. The Terminal Events include a range of maladies: polymorphed meat giving eaters magical cancer, while polymorphed creatures based off of dinosaurs and the nightmarish dreams of transmuters break out of captivity and lay waste to the city.

A Peaceful City: The use of divination magic to prevent crime and apprehend lawbreakers catches on after a serial killer is apprehended due to the use of a scrying spell. Household industries pop up of detective-diviners offering to locate lost people and objects while law enforcement makes use of it for obvious reasons. The use of scrying spells for sexual voyeurism creates public outcry to take it out of the private sector in favor of “responsible use.” Scrying is restricted to police use, and Endon’s crime rate drops, but law enforcement becomes increasingly authoritarian and uses divination to gather blackmail material in order to cement their power. The Terminal Event occurs as Endon stops culturally evolving and innovating as hordes of people move out, the remaining people become half-starved, magically enchanted thralls whose minds are shaped into “proper moral behavior” under the new police state.

Conjured Workforce: A small-time illusionist by the name of Neil Bligh creates an invisible workforce of “illusionary servants” to perform tricks for the public. He then realizes he can offer said servants for rent. Neil starts to make alterations on his spell for wider arrays of tasks, and other businesses follow in his wake. Entire industries fire their own laborers in favor of said magical servants, and being a wage labor economy with no social safety net this causes mass poverty and unemployment. Those whose jobs do not depend on physical exertion are safe, but they are 20% of the population. Political radicalism and angry mobs turn Endon into a more violent place. Bligh creates a new “Intelligent Servant” that seems self-aware, and other spells become harder to cast in Endon. Eventually a legion of said intelligent servants, feeding off of the ambient magical energy, turn Endon into a giant magic drain and take over the city, enslaving spellcasters to “feed” them magic and driving out or killing off everyone else.

Coal & Iron: The rediscovery of geomancy via research allows a Thaumaturgic Mining Guild to gain government backing to part the earth and gain access to new sources of ever-deeper mineral veins. Iron and coal become ever more common to the point that roads and skyscrapers made of iron are omnipresent, while steam engines and railways are a common means of private and mass transit. A huge military-reinforced wall is eventually built around Endon. The Terminal Event is that after widespread damage to the earth a group of earth elementals or some other subterranean monster awakens from digging too deep and lays waste to the city. Or maybe instead a group of rust monster eggs hatch, with all the food they could ever want and soon breed out of control, burying the city in piles of rusty flakes.

The Power of Creation: Anna Hartwell and her business partner John Huffman use logic gates to program clay golems with simple instructions. They then create Personal Calculating Golems which can perform mathematical functions and become a mainstay for financial institutions and scientific bodies. Illusion spells are used to make golems that are primitive computers, and despite becoming the richest business in Endon the two inventors are unsatisfied. They begin work on an Omni-Spell, a theoretical programmable spell of unlimited creation and transformation. The Terminal Event comes when a golem-computer device installed with this spell is told to create ten copies of itself at a public demonstration. The copies then make more copies, which then create even more copies, rapidly sucking up spell energy and creating a magical dirty bomb in the process that destroys Endon. Alternatively they could give it the command “Live” and thus create a selfish god-like being. Or the spell conjures 100 million gold coins and crashes the economy.

Thoughts So Far: The initial set-up of a high-magic Victorian metropolis is a rather peculiar setting for the OSR. I do like how Magical Industrial Revolution posits a world where Vancian casting logically applied can result in some rapid social change, and manages to answer why much of the world can still be “recognizably medieval” while also not necessarily leading to an age of prosperity.

The use of Innovations and Tempos to reflect a changing setting is also a cool one, and I do like how they’re not solely background elements. Each of the innovations comes with new and advanced equipment and services that PCs can make use of. I do feel that some of the Terminal Events feel a bit slap-dash or out of nowhere. The gradual increase of weird phenomena for Room to Live and World Without Roads give the PCs good precursors of wrongness, but the exploding rocket-rod of Miles’ Moving Miracles comes out of nowhere. There’s also the fact that Endon is inevitably doomed unless the PCs can avert all 8 catastrophes. It is meant to be a pre-apocalyptic setting, but this inevitable fatalism may make the players’ efforts feel wasted depending on the gaming group.

Join us next time as we cover the next few chapters covering Services, Social Classes, and Seasons of Endon!

10

A more recent release in comparison to my other reviews, I made a rare exception to cover the Class Alphabet for several reasons. Partly because it’s a collaborative community effort by over two dozen people, and the different writing styles and design philosophies are presently obvious. But also because the book has a more “gonzo” flair without being overly ridiculous save in a few cases; when 3rd party class sourcebooks are typically made, they tend to follow a formula where they either have a set theme in mind or they are done mostly to cover a niche in the game mechanics. The Class Alphabet is different in that the 26 provided have no real overarching theme and while overall built with fantasy dungeon crawls in mind come from a wide variety of otherwise-unrelated genres. With the Class Alphabet, you can very easily have a warrior who fights with the power of rock and roll, a copyright-friendly Starfleet Officer from an advanced interstellar civilization, and a carefree thief who derives magical powers from tarot card-themed pantheon of gods all in the same party. I haven’t seen many books like this in the OSR, much less 3rd Party Dungeons & Dragons, so I have to award them for the novelty alone.

The project that became the Class Alphabet began four years ago in a Google Plus community of Dungeon Crawl Classics fans known as Gongfarmers. So named for their eponymous fanzine of regular content, they saw the official Alphabet-themed series of books by the official publishers and sought to do a faithful ode to the series but with their own literary spirit. Once enough prospects gathered they were tasked with making a class whose title began with a chosen letter, but no other guidelines were provided besides making it fun to play.

Discussion of Unfamiliar Terminology

Dungeon Crawl Classics has quite a bit of reviews out there that go over the base game in detail. Still, I’ll briefly go over some terms that may be frequently cited during this review that are more or less unique to this game.

Level 0 Funnel: Not really relevant to this book but is mentioned here and there. Funnel adventures are every every player controls 3-4 Level 0 PCs who are effectively 1d4 HP peasants proficient with a single randomly-assigned weapon and piece of equipment. PCs that manage to survive the funnel adventure can be played as proper Level 1 characters, although it’s typical for 1 player to choose 1 PC to play from then on out in case they’re lucky enough to have multiple survivors.

Zocchi Dice & Dice Chain: Oddly-shaped dice such as d3, d7, d30, etc are in use. Certain effects can move the roll for a task up or down the “dice chain.” This means that the dice rolled for said task changes one step better or worse. For example, a d20 moving one step up becomes a d24, while moving one step down it becomes a d16.

Action Die: Action Dice are the dice rolled (almost always a d20) when a character attacks, performs a spell check, uses certain class features, or uses a skill with which they are proficient. Sufficiently high-level characters gain a second action die, albeit one that is initially lower on the dice chain and increases with level. Said second action die allows the character to perform a second action and move again in a combat round. A rare few classes in this book gain a third action die at 10th level, and said classes in this book tend to be the martial ones. Interestingly, 4 out of 7 of the core classes gain a 3rd action die: the Dwarf, Elf, Warrior, & Wizard.

Personality & Luck: Barring Dexterity and Constitution being renamed Agility and Stamina, ability scores are more or less the same barring two exceptions. Personality substitutes for both Wisdom and Charisma, and Luck is entirely new. Luck modifiers are added in situations of pure chance, for critical hit tables, and to some relevant tasks based on your astrological sign rolled during a level 0 funnel and for your class (like a favored weapon for a Warrior). But Luck can also be ‘burned’ to provide bonuses on certain tasks. Burnt Luck is permanently gone, although Thieves and Halflings can regain it with time and rest, as can a few classes in this book such as the Black Cat.

Mighty Deed of Arms: The Warrior, Dwarf, and some martial classes in this book are capable of performing awesome and creative feats in battle as part of an attack roll. They roll a deed die, and if it’s a 3 or higher and the attack lands then the Deed is performed in addition to the attack’s normal effects. If the deed die is 2 or less then the Deed fails, although the attack in question may still hit. What this means is that those with a Mighty Deed of Arms should be using it with every attack they make, given there's no reason just to do a normal attack. Mighty Deeds are context-based and don’t have hard and fast rules, but the core rules give a set of guidelines for effects based on the result of the deed die. Such suggestions range from imposing penalties to a certain action to blinding an opponent or moving them into a disadvantageous position.

Crit Table: Inflicting additional damage is but one of many possibilities when you score a natural 20 (or 19 or less if you have a notable class feature, magic item, etc). There are five tables for PCs mostly dependent on their class, and five tables for monster types, and each one has a myriad number of results that can cause all manner of woe to a foe. Generally speaking, the martially-oriented classes have the better crit tables.

Corruption, Disfavor, & Spellburn: Casting a spell is never a surefire thing, and requires a roll known as a spell check. Each spell has its own list of effects depending on results, although critical failures and successes can impose unique curses based on the spellcaster’s class. Clerics can earn the disfavor of their deity, while wizards can find their bodies and souls changing from magical corruption. A wizard can perform spellburn by temporarily lowering one of their own physical ability scores to gain a bonus on a spell check on a 1 for 1 basis.


Ape Ascendant: You were once a gorilla, but became sapient due to some appropriately sword and sorcery-related phenomena and now have limited mental powers! The class is a rather brainy warrior type, with a d10 hit die, adding your Luck modifier to rolls relevant to being smart, and you gain 1 weapon proficiency every level in addition to primitive clubs, improvised weapons of all kinds, and thrown objects by default. You have a pretty good saving throw progression, with your worst save (Reflex) being nearly on par with a “good progression” value of the core classes. You can read and use magic scrolls similar to a 1st-level Thief, can deal additional damage in melee that increases with level (+1 to 1d10), and can also deliver an AoE psychic brain blast attack that can be used an unlimited number of times per day unless you roll poorly and temporarily fry your brain.

The class sounds rather entertaining and makes a passable warrior, although it does not list Action Die progression or a Critical Hit table which is a bit of an oversight.

Black Cat: You’re literally a talking cat with magical powers from Shammat, the Lady of Cats. You are predictably fragile, with a 1d3 hit die but are rather nimble (+2 AC, always go first and never surprised), have incredibly good Reflex and Will saves beyond the normal core progression, and are surprisingly resilient in that your Nine Lives allows you to come back from death up to 8 times. Albeit you suffer one step worse on the dice chain for all rolls for a short period as a consequence to revival. You can also see in the dark and do a few sneaky things that Thieves can do plus turning invisible for a limited time and walking on fragile surfaces, and you can inflict debuffs on opponents such as a Cat Scratch Fever rash or burning Luck to impose penalties on a target’s roll. You can even learn a limited number of spells provided that they are suitably feline-themed.

In addition to this class we also get a new Patron and spells for the Black Cat, as well as Elves and Wizards. Shammat is the embodiment of all things feline and her Invoke Patron spell (that all Black Cats know automatically) creates various fortunate yet usually plausible circumstances for the caster: depending on the spell roll results can range from suddenly finding a helpful item, a small portal or door appearing that leads to a neary desired locations, distracting and dangerous environmental obstacles to confound opponents, and the like. Other spells include Furball from Hell that is upchucked as an acidic ranged attack, Land on Feet which can reduce falling damage for you and your allies, Enhanced Cat Sense which gives you bonuses on perception rolls and additional natural and supernatural detection abilities depending on the die roll, and Nine Lives which reincarnates a slain non-Black Cat caster into a Black Cat with a lesser number of lives than normal.

This class is kind of all over the place, and given that it has 14 authors credited to it (most classes have just 1) I can believe this. The Black Cat is sort of like a trickster caster whose abilities are themed around bringing misfortune upon foes. In spite of their nine lives and natural weapons whose damage goes up in level, they make incredibly fragile fighters. Like the Ape Ascendant there’s no Action Die listed. Fortunately every other class in this sourcebook does not repeat the same mistake.

Cyber-Zombie: This is a rather special class in that you cannot take it initially, but must have died before you can become it: PCs who died in a 0 level funnel can rise as one, and PCs with class levels become a Cyber-Zombie of the same level provided that the corpse is reanimated in a specially-designed technomagic laboratory. The Cyber-Zombie’s a warrior class...kind of. You have saving throws in line with the corebook standard (good Fortitude, Poor Reflex, average Will) and 1d7 hit die, are only proficient with the weapons you could wield as such in life, and have cybernetic armor but cannot wear better armor over that. Whenever you crit you roll a 1d8 to see what critical hit table you use (including monstrous results), and you have some vestigial memories which allow you to retain some minor class features (a single spell, four thieving skills, etc). So far rather average or strange abilities, but the Cyber-Zombie’s major feature is the ability to automatically gain a Cybernetic Upgrade at 1st and every odd-numbered level. We have a respectable assortment of Upgrades, such as an inbuilt laser cannon that can be “charged” to deal more damage over time, reinforced legs that give extra speed and a bonus d20 action die at the cost of hit point damage for activation, and the ability to transform into a motorcycle or winged vehicle (purchased separately) which can other people can ride on. Sweet.

The Upgrades make for a rather fun and oddball class, although the Cyber-Zombie as a whole doesn’t truly excel in any particular classic dungeon-crawling role. That they have some weaknesses of zombification (slower base speed, cannot make use of Luck, recover only half HP from non-magical healing) makes this a bit of a gimmick choice. I suppose that’s the penalty for dying but still wanting to play your PC.


Drug User: As a fine procurer of mind-bending substances, you awakened to a higher state of being and gained the ability to perform superhuman feats while under the influence. The Drug-User is sort of a gimmicky caster in that you initially start with a 1d8 hit die, but said die for future levels decrease as drugs ravage your body long-term. Your base Fortitude saves waddles randomly from going low to high then low again, and your Will save is peculiar as past 3rd level you roll a die to determine its base value every time you’d make a save, ranging from d3 to d10 based on level. Your weapon proficiencies are a sparse array of the familiar such as daggers, crossbows and swords, and some new equipment such as bongstaffs and syringes. You can learn special abilities known as Trips that are activated when you perform a Trip Out roll, which is 1d20 + Trip Out (based on class) + Dose (the strength of an ingested drug).

Trips are grouped in thematic Paths: the Path of Euphoria revolves around hallucinogens and includes such things as being able to read a target’s mind, adding your Trip Out die to a single action due to intense calm and concentration, and imposing emotionally devastating damage or blindness to one’s foes from a bad trip. Path of Hypnotica is more debuff-focused, such as putting a target into a deep slumber, causing others to forget about your presence, or reducing a target’s brain to thoughts of immediate panicky survival. Path of Excitica is the physically-focused group, including bonuses to Strength and Stamina actions, being able to move really fast, and some offensive effects such as stealing a target’s memory or inducing crippling anxiety in them.

We also have a short list of new equipment that can give bonuses on drug-related checks: mobile labs, junk bag for smuggling drugs, and syringes that can deliver drugs and/or poison as part of an attack are but a few of these choices. We also get tables for randomly-generating names and properties of drugs. There’s also new Thief-like skills for druggies that revolve around their lifestyle, from gonzo journalism, find meaning in otherwise-meaningless things, alchemical knowledge, and smuggling items of all types. The last seems rather odd to me, as the pulpy sword and sorcery and post-apocalyptic settings that Dungeon Crawl Classics derives inspiration from aren’t really known for having strongly anti-drug societies.

Overall this class is more narrow than the typical caster, but has a number of interesting tricks that can be of good use.

Editor: You have the power to rewrite reality...literally. You have a 1d4 hit die and no base attack progression or weapon proficiencies (these are expected to be edited in), but you can change the very campaign itself in a number of broken ways. Eraser of Doom can rewind a number of rounds via a Deletion check, Eat Your Words allows you to physically tear and eat pages from the Dungeon Crawl Classics corebook to remove certain rules from the game, Breaking the Fourth Wall allows the player to peek at the GM’s notes for 1d30 seconds, and so on and so forth.

Although a lot of the classes in this book have a bit of a gonzo or even humorous nature to them, the Editor’s the only one that engages with outright rules disruption on the meta-level. I cannot see it being played in any sort of game, being written up more or less as a fourth wall joke.

Thoughts so far: The first batch of classes are rather specialized in comparison to the corebook’s broader concepts, although a few of them function quite well in the roles they intend to fill. The Ape Ascendent and Cyber-Zombie have a few neat tricks that can deal a lot of damage, but without a Warrior’s Mighty Deed of Arms they can end up feeling like more of a one-trick pony in long-term play. The Black Cat is a pretty good utility caster if fragile, and the Drug-User is similar albeit with a narrower focus. The Editor...well, what else can I say that I haven’t already said?

Join us next time as we cover another five classes, from the tragic Flesh-Forged to the beastriding Jockey!

11
D&D 5e / [Let's Read] Unbreakable Volume 1
« on: September 22, 2020, 06:47:39 PM »


The bamboo is strong, resilient, unbreakable.

-Morihei Ueshiba

There’s no denying that medieval Europe dominates the conceptual playspace of Dungeons & Dragons when it comes to fantasy counterpart cultures. And even on that note it draws most of its influence from Medieval Britain, with a multicultural sprinkling of various monsters. Official and fanmade worlds have been delving beyond these constraints, with Oriental Adventures being one of the most notable older works. However, much like the British-centrism of not-Europe, OA’s own focus draws heavily from Japanese pop culture with a smattering of Chinese influences here and there. Beyond this, a lot of Fantasy Asia write-ups tend to be by people with no strong ties or ancestry in the locations they’re deriving influence from, and the adoption of folklore, culture, and other features all too often ends up inaccurate or stereotypical.

Unbreakable is a 3rd party D&D project of adventures written by Asian creators, with emphasis on showcasing content beyond the stock archetypes seen in Western popular culture. It’s but one volume in a larger project of yet-to-be-released books. Each chapter lists a short biography and social media links of said writer, as well as what media and/or folkloric influences they used when said adventure derives inspiration from an existing work. There’s also Content Warnings for material that gaming groups may find objectionable or uncomfortable, and there’s brief talks of Safety Toolkits which are handily linked to in a Google Document. In terms of objectionable content nobody was edgy enough to portray sexual violence thankfully, although there are some darker inferences such as torture in one adventure and another centering around monsters that kill and eat children. But some of the CWs seem to be things that are either common enough in fiction that the types of people who would have trouble engaging with them in an adventure would be ill-pressed to play tabletop gaming in general: for example, the first adventure’s CW is Water & Storms, and the seventh lists Poverty & Shapeshifting under its CWs. But I cannot object too much, especially given that the opposite effect is far too common in most gaming groups.

Other commonalities of the adventures include separation of content into Chapters, pronunciation guides are given for proper names, and NPCs of note are given pronouns next to the first time their name appears. Quite a bit of the adventures have notable nonbinary characters, as seen through the use of they/them pronouns. But beyond these universalities it is very clear that the book has different authors. From writing style to mechanical design, the adventures differ greatly in content. They are also setting-agnostic; while they hint upon elements that point to specific cultural elements, most of the Unbreakable adventures take place in relatively isolated locales and city-states whose specific outlying regions and borders are left to the whims of the Dungeon Master.


Through the Dragon’s Gate

Our first adventure is scaled for 1st to 4th level characters and is a rather straightforward wilderness trek where the PCs visit a gold dragon’s abode to reverse a spate of weather-related disasters. The set-up involves a pair of dragons, Jin-Zhi and her daughter Jin-Hao, who watch over a mountain range with a village at its base. Jin-Zhi had a good relationship with the villagers, who often asked her to use her magic to bless the weather to avert famine and the worst of nature’s wrath. While on a business trip Jin-Hao was placed in charge of the mountain due to some convincing on her part, and in a case of mistaken identity was asked by the local magistrate to perform magic beyond her capabilities. Eager to prove herself, Jin-Hao inadvertently summoned a hailstorm which ruined the village’s crops and stranded the magistrate in the mountains. Jin-Zhi was none too pleased to learn about this turn of events and transformed her own daughter into a golden-scaled carp. The villagers are now angry at Jin-Zhi for “betraying” them and have resorted to overfishing the nearby river to avoid famine.

Enter the PCs, who come upon the village while on their travels and hear about the recent ill news. The initial arrival has some role-playing and skill checks to help the desperate villagers out, whether helping them get more fish or convincing them not to overfish. Jin-Hao is caught by a net, who in magic talking carp form is the immediate adventure hook: pretending to be a water spirit, she offers to help find out the fate of the missing magistrate and parley with the mountain’s dragon “as a fellow spirit.” The local villagers are either too busy attending to domestic duties, too resentful of the dragon, or too ill-equipped to make the dangerous mountain trek themselves.

Jin-Hao is willing to accompany the PCs, but is too prideful to be taken in a container of water and instead opts to swim along the river running down the mountain. The various encounters involve dangers along said river or involve persevering against the watery elements. One such encounter includes helping an ogre hermit find his lost maps (buried in his house’s rubble due to the hailstorm) in exchange for unblocking a dam of rocks, a nest of blood hawks lying in wait near a malfunctioning Boot of Levitation (formerly owned by the magistrate) which acts as a “sitting duck floating in mid-air” trap to those who step over it, and the use of skill checks and possible magic to track down the magistrate via finding his scattered belongings. Sadly Fa-Zhong, said magistrate, suffered injury to his legs from a lightning strike and believes that the dragon will be able to heal his wounds. He can still walk, but not very well. As the party is closer to the mountain’s peak than the village, he and Jin-Hao view this as the more prudent course of action.

The final part of the adventure takes place by a mountain lake, and Jin-Zhi’s lair is at the top of a flat mountain peak with an archway at the top marking the Dragon’s Gate. Carved to look like a pair of golden dragons, it transports those who pass through it into a beautiful grove. Magical protections prevent any form of approach besides manually climbing the cliffside via a damaging invisible force field, and Jin-Hao will warn the party as much.

Jin-Zhi will confront the party as they enter the grove, and Jin-Hao will intervene before any hostile misunderstandings on her mother’s part occur. She’ll explain to her mother and the party the truth of things and asks Jin-Zhi to heal the magistrate. Jin-Zhi proposes that she’ll grant this request and also teach her daughter the magic needed to restore the village’s crops should she be able to best her in combat. Jin-Hao says that this task is beyond her, and instead offers for the party to fight in her stead after all they’ve done in proving themselves along the way. Turns out this was a secret test of character by Jin-Zhi to see if her daughter learned her lesson in humility, and accepts these terms if the party does as well.

The duel with Jin-Zhi is not to the death: she is an Adult Gold Dragon, but attacks nonlethally and only in the form of a weaker animal shape. Said animals range from giant crabs to crocodiles, formidable opponents yet nothing too out of range for a party to handle. Jin-Zhi has a set of unique lair actions which can conjure mist for one round and to change shape into another animal form. She ceases combat after receiving a predetermined amount of damage from the party, which ranges from 40 to 80 depending on the overall numbers and level of said party. If the party’s KOed they will wake up in the lair, but overwise the ending to the adventure is more or less the same: the magistrate Fa-Zhong’s legs are healed, a spell is cast to restore the crops, and Jin-Zhi transforms her daughter back into dragon form and flies everyone down to the village to explain what happened. The villagers are understanding and apologies are given and accepted on both sides. For their troubles, the party is given a golden oyster that can produce a single-use Pearl of Power every 30 days.

Thoughts So Far: I find this to be a passable adventure, if a bit linear for my tastes. Its main weak point is that although suggestions are given for adjusting encounter difficulty, very low-level PCs play very differently than the upper limits of what the adventure suggests. 1st level PCs are very fragile and have a lot less resources to draw upon before requiring rests. I do like the relative sparsity of outright combat and in the case of the ogre a nonviolent alternative which would be good for such a low level. I admit that the final encounter with Jin-Zhi had a lot of tension lost given that the end result is the same whether or not the PCs manage to beat her in a duel. I get that she’s meant to be Lawful Good and is unlikely to let the villagers starve, but maybe something like offering the magical item as a “win condition” or only offering to do one of two miracles (healing Fa-Zhong or restoring the crops) on a loss would put some actual stakes in the fight.

Join us next time as we read Feeding the River, an adventure where the party must put a stop to a powerful pollution spirit despoiling nature and the riverside villages!

Quote from: Author’s Notes & Acknowledgements
This adventure is based on the Chinese Proverb, “The Carp has leaped through the Dragon’s Gate.” In Chinese mythology, the Dragon’s Gate is a waterfall. It is said that if a carp is strong enough to swim up the turbulent river and over waterfall, it will transform into a dragon. This proverb is often used to demonstrate that if one exemplifies perseverance, success will eventually be achieved. The theme of this adventure plays on this proverb by also including a caveat - that one’s successes are not only due to personal skill, but also with the help of others.

I would like to thank Jacky Leung (Death by Mage), for inviting me to this project. It has been a great experience working with other Asian Americans and Asian Canadians as we bring our own experiences to this game we all love.

Quote from: About the Author
Ethan Yen is a writer and content creator. Ethan can be reached at ethanyen.com or via Twitter @ethnyen]

12

Hello everyone and welcome to my next Let’s Read! I realize it’s been a long time coming, but a lot of stuff’s been going on in life that disrupted my regular schedule. However, now that I have more time to devote to writing, I’m fulfilling my promise to those who voted for this book way back in May!

The Nightmares Underneath is an OSR game with some modern innovations. It is set in a realm called the Kingdom of Dreams, a pseudo-Middle Eastern region drawing influence from Persian culture with some Turkic Ottoman touches. Its leaders and intelligentsia speak of a golden age of science and reason, having progressed far from their pagan past. But within the shadowy corners a new threat arises: incursions from a world of nightmares find root in places of fear and sin, growing like an extradimensional cancer in the form of dungeons. The PCs and a rare few others are better able to resist the Nightmare Realms’ taint, and in order to excise these tumors they must brave the incursions’ depths, destroy its Crown monsters, and/or unfasten the Anchors (a valuable treasure or relic) holding these dungeons to the material world.

As of December 2019 the Nightmares Underneath got a new 2nd Edition. This passed by some people as it was released as an update for those who already bought the original PDF. Which is nice as people don’t have to pay double, but not having much fanfare means that there’s not a lot of discussion about it. I will note the differences where I can via Edition Changes.


Chapter 1: Alabaster and Frankincense

Our first chapter briefly details major aspects of the Kingdoms of Dreams. They’re a decentralized assortment of governments with a diversity of terrain and people, but are unified in being followers of the Law. The Law is a series of texts penned by five prophets and serve as the binding element of society. The Law’s derived from a higher realm, extolling the virtues of reason and condemning idolatry of false gods. The preceding Age of Chaos was a time when said gods demanded utter servitude and worship instead of the Divine who sent the word out via angelic messengers. It is unclear if the Divine is regarded as a deity proper or is meant to be a philosophical ideal. There are no churches or mosques in the Kingdoms: instead the Law is “worshiped” in courthouses, and its “priests” are required to be well-read in administrations of science and the state. Conversely, the “modern age” is referred to as the Age of Law.

The Kingdoms are technologically advanced by fantasy RPG standards. Gunpowder and Renaissance-era firearms have been invented, along with a high proportion of scholars, alchemists, and mathematicians being common among the upper class. Factories churn out metal goods and smog in the largest cities, and the printing press makes books of all stripes and literacy something within reach of the common folk. Technological and magical innovations mean that many people of means have access to promising new devices, although most people still live agrarian lifestyles.

The Highland Coast is a sample region of the Kingdoms of Dreams, a pre-made place for GMs to set their game and also a template showcasing the common cultural influences. The Coast is home to the land of Geth, which shares a mighty port metropolis of the same name. Hadrazzaar and Shahrazar are adjacent provinces, the former home to the rival city of Neth-Hadrazzar, and the latter a haunted wasteland populated with ruined cities and monsters. Immigration and trade with various cultures from land and sea make the area a diverse place, particularly in the cities. Common naming conventions often have two to three names per person: at the very least one has a gendered name and a gender-neutral name to be used as the person prefers. A few people have surnames: these can reflect a person’s family profession, homeland, or their noble house.

Speaking of which, the “common tongue” of the Kingdoms of Dreams follows Persian and Turkish conventions: grammatical genders do not exist, and “u” or “o”* is used instead of he/she, while reference to objects is “an” or “anha” for plural. However, gendered names often have -a as a suffix, while masculine names can be done by removing vowels from the end of a non-masculine name. For English speakers unused to casual use of foreign grammar, the book suggests using the singular “they” when referring to people. It’s not often known what gender a person is unless they’re told explicitly or you get to know that person well. We also get a table of sample names with gendered and gender-neutral equivalents across the chart.

*Persian/Turkish respectively.

In regards to race and ethnicity...for fantasy races, dwarves, elves, gnomes, and the like are never really called out, and Nightmares’ setting has a ‘human default’ in the discussion of characters and cultures. There’s nothing explicitly stating the races of the world, and the GM and players can incorporate whatever species they desire; it just won’t have a mechanical impact for the game. When it comes to various cultures, the Highland Coast typically groups foreigners in via geographical ancestry and regard their own kind as a melting pot of these different societies. Northerners are implied Mongolians that come from cold steppes; Southerners are implied Africans who hail from the rainforests and savannahs of Voss; Westerners are implied Europeans from across the Sea; and Easterners don’t have much detail besides the fact that they’re rare in these parts and have darker skin than indigenous Highlanders.

Regions of the Highland Coast are split up into three major sections. Geth by the Salt Sea is the Waterdeep/Sharn of The Nightmares Underneath. It’s the crossroads of a multinational mercantile hub situated by a river running out to the sea. Its trading vessels prioritize economics, and justify outposts in kingdoms ignorant of the Law as an opportunity to proselytize...which they don’t push too hard on the natives. Geth is also a center for the arts, and is home to many theaters, schools, houses of music, and cafes and tea houses frequented by cosmopolitan people. Light skin tones are often associated with the nobility due to said aristocracy’s penchant for blonde slaves from foreign lands, and the city’s full of such heirs bitterly fighting for their claim to minor thrones. Furthermore, we get a brief overview of Geth’s major districts, which include a Necropolis overseen by lightning-shooting towers to keep the undead at bay, a series of artificial islands owned by various nobles lining the Harbour, a Temple to Justice home to an underground complex of entire libraries and schools, and a Grand Bazaar selling just about everyone if one knows where to look.

Neth-Hadrazzar (or Neth for short) was formed by exiled nobility from Geth on the losing side of a civil war, and the populace has carried down this grudge for generations. Neth’s nobility fostered economic and marital alliances with many kingdoms, and new villages outside the city proper continued to pop up to support waves of new immigrants (both free and unfree) to support the upper class’ coffers. Corruption is rampant, and nobles often challenge each other to duels and other games in a public Dome of the Muses which also serves as a bread and circus byproduct to entertain the masses. Nethian culture does the opposite of whatever is popular in Geth at the time: shepherding is exalted over horsemanship, people paint their faces instead of wearing masks, and dark-skinned slaves from the south are preferred as concubines and have similar social perceptions of economic status and feuding heirs.

We don’t have a list of Neth’s districts, but six smaller villages outside Neth are summed up with 4-point bulletin lists: for example, Siyaghul has Mountainside, Secret Cult, Well-Defended, and Xenophobic descriptors.

And for a great built-in campaign hook, the Sultan of Neth set up a government department specializing in fighting nightmare incursions. Foreign adventurers and death row inmates seeking to commute their sentences are tasked with destroying said dungeons and killing any monsters that escape from them into the wider world.

Shahrazar is our final section, and it is not a city. It once had a golden age, but now it is a metaphorical graveyard. The only real centers of civilization are isolated monasteries who may be pious folk or secret devotees of evil ways, none can truly say. Shahrazar’s wilds and ruined cities team with monsters, much of whom are still unknown to human eyes. The legendary lost city is a rumor, alternatively condemned as a trap to lure adventurers or hidden refuges of potential allies fighting against the nightmare realm. To the north is the Vale of Serpents, a barren desert home to the ruined temples of the most wicked rulers during the Age of Chaos. Finally, the land of Voss lies to the south of Shahrazar proper: the area of Voss bordering the Highland Coast is home to nomadic tribes that wander the savannahs and mountain passes.

Edition Changes: Our chapter ends with tools for randomly generating towns and countries, from climate and cultural aspects to major industries and problems for adventurers to solve.


Chapter 2: Beneath the Sunlit Lands

The Threat of Chaos details the nature of the nightmare incursions, as well as the cosmological makeup of the setting. The planes of existence can be summed up as follows: the Pillars of Heaven are home to angels who serve the Divine and delivered the Law to humanity on Earth, which is not real-world Earth but the Material Plane world for this setting. Faerie is a plane adjacent to Earth, populated by creatures whose physical forms are manifested by their personalities, emotions, and ideologies, known as fey in some cultures and genies in others. The fey also suffer the depredations of nightmares, but are more resistant to it and have no desire of allying with humanity as a whole due to viewing them as weak.

Beyond such worlds, details become more sparse. There are known to be demons and devils who empower false prophets to work evil in the world. Such entities have been known in recorded history since time immemorial, but the nightmare incursions are more recent. It is unknown if such beings are but one manifestation of nightmares or separate, given that they’re both attracted to and feed off of mortal misery. The Realm of Nightmares is a shadowy, Silent Hill-esque world. In the slums of great cities, in households touched by tragedy, in villages whose inhabitants were slaughtered, entryways to other realms spawn. Nightmare incursions take many forms, shaping around or extending dimensionally beyond these tainted places. One thing that almost all have in common is that they’re dark, located underground, and inhabited by inhuman monsters that are formed fully from its cosmic taint. And if their Crowns and Anchors are not severed, they’ll grow in size and power, infecting more people and places and spawning entryways in once-untainted lands.

And yes, there are game rules for ignoring and/or being unable to “beat” a dungeon over a period of time, but detailed in Chapter 7.

And beyond even the Nightmares are Dwellers in the Deep, a catch-all term for creatures taken from utterly unknown realms, either as planar stowaways hanging onto nightmare incursions or by the folly (intentional or otherwise) of summoners. Incursions have the side effect of weakening planar boundaries in general, meaning that all sorts of portals and creatures can manifest as befits the whims of the story the GM has in mind.

The nightmare realms also taint humans and other creatures who lair near them or end up trapped inside, tempted, cajolled, and threatened by dreams, illusions, and whispers promising a devil’s bargain. Such is the source of all manner of wicked mages and warped beasts. Most people who enter a nightmare realm end up insane from the corruption, the effects growing worse the more exposure. But a rare few people, including the Player Characters, are capable of repeatedly entering the incursions without any ill effects in and of themselves. They can still suffer from magic, poison, and other threats therein, but the planar transition alone has no noticeable effect upon their psyche. And yes, there are game rules for this, too, in Chapter 6!

One thing that should be noted is that contrary to popular belief, the pagan faiths of the Age of Chaos are not responsible for the Realm of Nightmare. Their gods’ worshipers are menaced by the incursions all the same, and have no special proficiency over its beasts and sorcery than the followers of the Law.

Edition Changes: We get an entry on the Vale of Serpents. 2nd Edition wanted to provide more material for adventures taking place outside of dungeons, and the Vale of Serpents serves as a great excuse for ruin-delving. Sorcerer-kings ruled over this place during the Age of Chaos, their bodies interred in massive tombs warded with demonic guardians and traps. Tomb robbers are known to brave this place, home to wealth and forgotten spells of a prior era. Although there is a market for such goods, prevailing legal and cultural standards look askance at “Chaos-tainted” artifacts even should they be non-magical in origin. Texts penned are regarded as blasphemous, their lying words a risk to undoing the rule of Law. However, there are cases where adventurers can prove the safe use of such things, even more so if they can be wielded against the nightmares.

2nd Edition’s Chapter 2 also details Crew Types for PC parties, which sums up why the characters are all banded together along with specific advantages. Beyond the typical adventuring party, we have a criminal gang (no taboos regarding Chaos magic and artifacts, count as their own communities for purposes of Resentment scores), Official Investigators (advantage on checks when dealing with courts in ‘legit use’ of forbidden artifacts), and Political Party (ideological advocates count as their own community for Resentment, advantage on convincing said people the worth in using forbidden artifacts). The standard Adventuring Party is not left out, for they have advantage on rolls when looking for retainers and performing research, provided they spend their dungeon-gotten gains in the community and have an exciting tale to tell about it.

Thoughts So Far: The Nightmares Underneath has a notably unique setting. There aren’t many Middle Eastern-flavored sourcebooks out there that take a non-Arabic influence to them. Even so, I can see some influences from other media such as Darkest Dungeon in the portrayal of dungeons as maddening, unnatural places. Or in al-Qadim in having a similarly-named Law and an underlying Red Scare of pagan influences. One potentially problematic source for gaming groups is the socially acceptable practice of slavery; while it’s just a brief mention, the use of sex slaves in the creation of royal heirs can be particularly uncomfortable on top of that. The sample Highland Coast is brief, but we get a lot of material to work with in what it gives us. And while it doesn’t explicitly say it out and out, the discussion of pronouns and gender-neutral is a good way of acknowledging non-binary characters in the world.

Join us next time as we cover Basic Resolution Rules!

13
D&D 5e / [Let's Read] Five Torches Deep
« on: May 11, 2020, 01:28:21 AM »

The concept of RPGs that are “like Dungeons & Dragons, but X!” is a very dry well by late 2019. Straight clones of every major iteration of D&D are over 10 years old, while popular newer products attempt instead interesting and novel spins. The Nightmares Underneath is a cross between Darkest Dungeon and a fantasy Middle East where dungeons are otherworldly invaders of malevolent disposition. Wolves of God is B/X era D&D, but set in a fantasy Dark Ages England. Games like Troika! and The Ultraviolet Grasslands are very much their own systems, departing majorly from standard fantasy in favor of something closer to an acid trip. The OSR movement is moving to more novel boundaries in recent years. Whether or not this coincides with the public denouncing their more conservative and toxic holdovers in recent memory is a factor in which I’m unsure of, but wouldn’t be surprised if it’s helped their corner of the hobby chart new ground.

But there is an avenue the old-school crowd hasn’t really touched: making hybrid versions of old-school and newer-school systems. Dungeon Crawl Classics and Castles & Crusades came the closest in borrowing some 3rd Edition elements, but overall were very much their own systems. Five Torches Deep sought to strip down the mechanical chassis of 5th Edition to the bare bones, layering OSR muscle and sinew to make a rules-lite alternative. It’s more accurate to describe Five Torches Deep as a 5e clone than an OSR one. To what extent it’s successful in this endeavor, and whether it’s worth playing on its own apart from its existing influences, we’ll discuss in this review.

What Is This? covers the core concepts of 5TD and what it strives for in a handy single page. It seeks to make combat more dangerous than basic 5e, less predictable magic, and a greater emphasis on resource management while dungeon delving in the form of rations, light sources, and such. 5TD PCs are designed to be weaker than their 5e counterparts, notably in the HP and ability score generation. Bounded accuracy in the form of a D20 + modifier vs a DC, proficiency bonus, and ability modifiers are kept. But the DC for most things is a default 11 unless otherwise noted, which can make characters with higher scores quite competent in proficient fields.

Player Characters covers ability scores, race, and class. Scores are the same as in 5th Edition (although the max modifier is +4 at 18), although dropping to 0 in any causes death rather than unconsciousness. There are 4 races: humans, dwarves, elves, and halflings. They have no special abilities of their own besides the non-humans starting automatically with a 13 in 2 favored scores and rolling 2d6+3 in order for the other 4. Humans roll 3d6 in order for all 6 scores, but can swap the results of 2. Non-humans are restricted in their class choices, and need a 13 or better in classes with which they’re not traditionally associated. For example, a Halfling needs a 13 or higher Strength/Intelligence to be a Warrior or Mage, while an Elf needs a 13 or higher Strength/Wisdom to be a Warrior or Zealot. Given that their max in such scores can only be 15 due to the alternate rolling, races are heavily pushed into playing as certain class types.

I’m not really fond of this change. I understand that various OSR games often gated classes based on race, but even in Basic D&D virtually every race could be a Fighter or Thief, and it was more generally the ‘advanced’ classes like Paladin and Ranger which were humans-only. Additionally, nonhumans no longer have any unique features, which makes them less appealing options.

Leveling up takes longer than in 5th Edition, and the maximum level is 9. You level up to 2nd at 2,500 XP and it costs double the amount every level thereafter until 5th (20,000), at which point it’s 10k more for 6th, 20k for 7th, and 25k each for 8th and 9th.

There are four classes which fit the typical Warrior/Thief/Mage/Cleric fold, but the Cleric is renamed to Zealot. Every class is proficient in two ability checks plus 3 (or 4 if Thief) pseudo-skills known as proficient checks relevant to their class. They gain bonus proficient checks automatically from their subclass archetype. At 1st level they gain their starting HP plus automatic equipment. At 2nd, 5th, and 9th level each class gains a unique ability; at 3rd and 7th they gain access to an archetype and one of its features;* 4th, 6th, and 8th they gain a +1 to an ability score of choice.

*the archetype chosen at 7th must be the same as the one at 3rd, so no Warrior Barbarian/Rangers for you!

The initial skills and equipment are automatically chosen at 1st level, but with some allowance of choice for weapons and armor, and Sundries which represent miscellaneous equipment rolled randomly at a table in the back of the book.

One of the first things you’ll notice when reading Five Torches Deep is the layout. Every single page has everything relevant in one convenient spot, with nothing in the way of orphaned lines or half-empty columns. This is really helpful in navigation, and visually pleasant to read. However, when it comes to classes this brevity is a bit of a detriment, particularly in regards to archetypes.



The Warrior looks rather interesting, although I do spot some peculiarities. For being proficient in “will,” does this relate to willpower and thus resistance towards enchantment and similar features? The Warrior gets a Healer’s kit, but it doesn’t look like its initial checks and abilities cover that kind of thing. Is first aid training something in which all adventurers are presumed to know? The ability to counter in melee is pretty cool, and making bonus attacks is something we all expect from Fighters.

For archetypes the Fighter’s Order is really good: although discussed later, an Active Action is the equivalent of a normal Action,* and as such can grant bonus attacks/spells/etc during the round. “Immune to Weather” for the Ranger is rather broad, and does beg the question of if this means that they can avoid the effects of damaging hazards such as being able to swim normally in stormy seas or tank a lightning strike. As a GM this is one of the level-based choices so I’d rule as such, given that the brunt of danger is doing to be underground.

*there are 3 actions in Five Torches’ Deep: Active, Movement, and Quick.



The Thief is proficient in all kinds of weapons, which is interesting on account that this will include things such as polearms and heavier weapons. Being proficient in “tools” may mean that they’re sort of an omnidisciplinary craftsman beyond just thieves’ tools. Its core features are quite good, particularly the 5th level’s defensive ability. The Assassin’s “Stealth after Attack” option is really powerful; stealth is covered under Gameplay, but when you successfully Stealth no enemy effect or attack can directly target you for as long as you do not take any hostile action. The Bard’s ability to auto-detect magic can be helpful for avoiding supernatural traps and danger. The Rogue doesn’t get anything as amazing in comparison.



The Zealot is pretty much your old-school healbot cleric, but with a few nifty features. The 5th level ability may seem quite strong, but 5TD doesn’t have alignment and the “evil” tag is reserved purely for aberrant and supernatural foes and those who traffic with them. The “sadist” tag I presume is meant to make up for this given that ‘typical monsters’ such as bandits/goblins/orcs wouldn’t register but are typically portrayed as loving violence for its own sake.

For archetypes, there’s mention of turning undead, but it is its own spell now rather than an innate feature. “Advantage vs injury” is a bit broad; does this include checks to avoid injury of all types? To recover from? It may be very broad in this instance and a no-brainer choice depending on how the GM rules. The Druid’s wildskin left me sad; I get that such a broad feature is hard to consolidate in such a rules-lite system, but druids in other games are able to take the shapes of dangerous animals such as wolves and horses. In Five Torches Deep, they’re more or less confined to being very fragile scouts. The Paladin’s ‘advantage to help allies’ is similarly broad as the Cleric’s ‘advantage vs injury’ dilemma.



I’m a bit interested in what ‘finesse’ entails. In basic 5th Edition it was a weapon descriptor which allowed the use of Dexterity instead of Strength for attacks. Does this mean that 5TD mages are lithe and nimble? The ability to reduce damage is nice, but more limited than the Thief’s 5th level equivalent. Auto-dispelling spells is a good utility feature, but given its time limit is not something of use in combat. The 9th level capstone is very powerful on account that cantrips function the same in 5TD as in 5e: an at-will ability.

For archetypes the Sorcerer and Wizard get some very nice features. Quickcast means that you may be able to cast 2 spells during the same round which can be useful for a variety of cases, while doubling area and duration is also good. There are no stats for familiars, so I am unsure to what extent they’d be treated as a Retainer. The Warlock is clearly meant to be a more ‘martial mage’ but given the class’ terrible HP is an inferior option. The ability to deal bonus damage by inflicting it on yourself may have uses, but spells in 5TD overall avoid direct damage save for a few, making the Warlock more limited in utility than the other archetypes.

Equipment is highly simplified in 5 Torches Deep. Armor and Weapons of all kinds are consolidated into a few clear categories. Light Armor, Heavy Armor, and Shields which grant levels of protection and can only be used by certain classes. Heavy Armor imposes disadvantage on Stealth and stamina checks, unlike 5th Edition where it’s just the former. Melee and Ranged weapons are separated into Simple and Martial categories, which have larger damage entries depending on how they’re gripped. The base die type for simple weapons are d6, martial d10. Two-handed weapons deal one die type higher for damage, but wielding a one-handed weapon in 2 hands allows you to roll the base damage die twice and keep the best result. Some melee weapons have reach of 10 feet, and ranged weapons can hit anywhere from 15 to 300 feet depending on what makes sense but impose disadvantage in melee.

Weight is calculated differently in 5 Torches Deep. Everything is measured in Load, where 1 Load measures any object around 5 pounds. PCs can carry Load equal to their Strength score, and reduce their speed by 5 feet for every 1 Load above this value along with disadvantage on all checks. Being encumbered is something you really don’t want to have happen to you!

What about smaller items and bundles, as well as multi-use items? Well this is handled as Supply, or SUP for short! Instead of tracking individual arrows, lockpicks, torches, etc, a PC announces what kinds of equipment they seek to stock up on before their next adventure. Their SUP is determined by their Intelligence score and can be spent to refresh kits, get one more lockpick when your current set breaks, have a handy potion on hand, refill your lantern/quiver, etc. There’s a nice table of how much SUP things cost, although a few pieces of equipment such as Alchemical Grenade, Dragon’s Breath Bomb, and Quicksilver are mighty costly (5 to 9) but are never mentioned again in this book. Foraging in the wilderness can restore SUP with DC 11 and 1 hour worth of time.

We get 3 new rules for less common cases of gear. You attune magic items much like in 5th Edition, but the primary limit on the amount you can attune at once is equal to your Charisma modifier. For equipment, gear has a Durability score from 1 to 5, and said score reduces by 1 when said items are put in stressful situations or damaged on a critical hit in combat. Shields are very useful in this regard, for they can automatically block the damage of an appropriate attack in exchange for losing Durability. As shields have 2 Durability, this makes them super-useful for dodging certain death. Our final rule involves repairing and crafting items; the former allows one to restore Durability if the person is proficient in the proper tools and takes 1 hour per attempt (usually during a rest), and Crafting is a more involved 4 step process where an item is built but takes half a day of work per stage and attempt.

Overall I like these equipment rules, especially for Supply. Shields in 5 Torches Deep are incredibly useful and allow PCs a safe means of avoiding one-hit kills particularly at low level. That every class is proficient in them means that virtually every party will have a few on hand.

14
D&D 5e / [Let's Read] 5e: HARDCORE MODE
« on: May 07, 2020, 09:36:59 PM »

The image of a polyhedron-shaped skull has been staring at me for the past month and a half whenever I logged onto Drive-Thru RPG. I found myself shrugging it off at first, but as the weeks went by this book still remained within the top-selling category. The sinister song finally wore me down and out of curiosity I bought it, uneasily unsure of whatever fate awaited me within its pages.

5e: HARDCORE MODE is a collection of 18 alternate rules and 2 mini-adventures designed to simulate a more challenging method of gameplay for 5th Edition D&D. There’s a one-page overview of said rules, a few of which are bound together. Unfortunately they’re a mixed bag: quite a few rules are counterproductive at simulating a lethal and gritty playstyle, and others make unintended changes to the system. There are some that aren’t too shabby, so I’m going to outline said rules for this review, and explain why I think they’re good or bad for the intended gameplay and the system as a whole.

3d6 Down the Line: Taking some clear inspirations from the OSR, the book says that abilities are rolled 3d6 in order from Strength to Charisma. Unlike most OSR and TSR-era D&D games which allow a PC to retire if their highest score is average, HARDCORE MODE says that you’re stuck with the results and that terrible results build character can help you role-play better. They even give suggestions on why your PC may suck so much: they’re plague-stricken, a child, a crippled war veteran, and such.

So the reason that so many OSR games can get away with this type of stat generation is that modifiers are more generous. In many the net difference between a 3 and an 18 is a mere 4 gradations (-2 to +2). In 5th Edition every little point matters, and even with bounded accuracy an average PC in this system isn’t going to be as hot as their OSR counterpart.

Hit Dice: You not only roll for hit points at first level, you don’t apply your CON modifier (positive or negative) when rolling and do this for every level thereafter. There are two more means of recovering hit points: every use of non-magical medical supplies grants a free Hit Dice roll, while in combat a PC can make a DC 10 CON ability check to be able to spend 1 Hit Dice to heal.

The book claims that this will encourage tactical play, although in reality it means that many more PCs will be built to avoid taking damage at all and they’ll be bursting at the seams with healer’s kits. Spending Hit Dice to heal still works normally, oddly enough.

Skilled and Unskilled If you are not proficient in something, be it a skill, tool, or type of weapon, you do not add your ability score modifier if positive; negative modifier still hurts. It’s basically a straight d20 in most circumstances.

The book acknowledges that this merely makes your character suck more at things, and claims that it will encourage players to make more complementary builds to shore up each other’s weaknesses. Although I do find it rather immersion-breaking that even a nimble and lithe archer is as bad at balancing as an average Joe, even if said archer didn’t grow up in the circus.

Injured! Whenever you take 10 or more damage from a single effect, you gain the Injured Condition. It prevents any roll with which you are proficient from adding your ability bonus, you lose your DEX bonus to AC, and are unable to roll CON checks to spend Hit Dice in combat. Said condition only goes away when you recover 10 or more hit points from a single spell or effect, or take a long rest.

Combined with the above discussion on rolling for Hit Points, this will also negatively impact Monks and other lightly-armored characters. Furthermore, losing one’s ability bonus on proficient rolls is a very big downgrade, and at middle-to-higher levels virtually every enemy attack will inflict the Injured condition by virtue of the fact that this isn’t an OSR game where 60 HP is a great amount for an end-game level Fighter.

You’re Dead: You only have one death saving throw to make instead of 3. You also die instantly if an effect would reduce you to -10 hit points or you remain at 0 hit points for 3 or more rounds while bleeding out. Said bleeding out cannot stabilize on its own save fron an ally’s intervention.

I’ll admit, this rule is not so bad. It still gives a 1 round window for fellow PCs to act, but makes it so that even on a successful save you are still in danger. Robbing the ability to self-stabilize means that you can’t really knock someone out to interrogate later, given that bleeding out happens when you hit 0 hit points regardless of source. At least this is the case by a literal reading of the rules.


Zymer’s Candle: When the campaign officially starts, an old mage called Zymer the Olde gives the PCs a magical candle. If lit, it can magically call back the PCs by rewinding time to the instant it was lit. The candle’s power can only be invoked while it remains lit.

This is a very blatant save point feature in the vein of Dark Souls. The book says that death is meaningless as a teaching tool if the PCs cannot learn from their mistakes, but...this rule more or less goes against the HARDCORE ethos the book epouses. Additionally, the use of Zymer’s candle imposes no real penalty; in Dark Souls you lost your unspent experience points and got your max health reduced unless you drank a rare potion to restore it to its original value. In base 5th Edition, becoming resurrected imposes penalties on many checks which persist for several long rests. Zymer’s Candle has no price for its use beyond losing anything gained during the post-lit time, which in most cases is going to be external things such as equipment and treasure than inherent parts of the character.

Spells, Not Slots: Divine spellcasters can choose their level + 2 spells to cast during a new day, while arcane casters gain 3 new spells as they level up and can prepare a number of spells equal to their level x 2 every day. When you cast a spell, it is expended and you must wait another day should you wish to regain its use. Spells can only be cast at the current slot equivalent at the time the PC got them, meaning that you can’t raise a spell’s effectiveness via spending higher-level slots. Cantrips remain unchanged.

This is pretty awful, and it really harms sorcerers and warlocks. The sorcerer cannot take advantage of using sorcery points to replenish spell slots, while the warlocks’ major strength is always casting their spells at the highest-level slot possible for their level.

Roll to Cast: A spellcaster must roll a d20, adding their Intelligence or Wisdom modifier vs DC 10 in order to cast a spell normally. If they fail the spell does nothing and they lose it for the day. If they get a natural 20 they inflict double the effect and retain the spell. A natural 1 forces the caster to roll on the accompanying Volatile Magic Table which has a variety of afflictions (summon 1d12 angry imps, damage yourself for 1d10 damage, spend your next turn stunned, etc) but you do not lose access to the spell oddly enough.

The INT/WIS roll does not specify if it’s limited by class or something the PC can choose at will. Once again this really sucks for sorcerers and warlocks, but paladins too given that Charisma’s their casting stat. In that it sucks for all spellcasters given that it makes every roll a potential critical fumble. At low levels many casters won’t bother with damaging cantrips and instead default to that classic stand-by, the crossbow. Or maybe that was the intent all along...

Level 10: The maximum level cap is 10, given that at higher levels PCs have more hit points and ways of cheating death and overall quite different from starting-level play.

I have no strong feelings on this rule one way or another; a level cap is a legitimate choice, and according to D&D Beyond hardly anyone plays 5th Edition past level 10 anyway.

XP Classic: Hearkening back to the TSR era, every class has a different experience progression. The intent is that the more martial classes and rogues can level up faster, while the spellcasters are slower due to the raw and versatile power of magic. But there’s something wrong with this picture:


It’s not just the missing monk, sorcerer, and warlock entries: the table doesn’t follow its own advice! The bard, a highly magical class, advances on par with a Rogue. Meanwhile the Paladin and Ranger advance more or less at the same rate save at 4th level when the Ranger overtakes the Paladin. But then the Paladin comes in the lead at 5th, then back to the Ranger at 6th and then the Paladin again at 7th! And despite having higher-level magic, the Druid advances faster than the Ranger!

The Upper Hand: Albeit a fan of the advantage/disadvantage system, 5e HARDCORE MODE thinks it doesn’t go far enough. Beyond that imposed by proficiency bonuses and ability scores, rolls never receive modifiers. Instead a net positive modifier imposes advantage, while a net negative imposes disadvantage. In the case of sedentary modifiers like to AC, the situation is reversed on the part of the aggressor.

This has so many implications. It makes magic weapons and armor kick some serious ass. That +1 longsword is instead giving you advantage on all attack rolls now!

Real Challenge Rating: Upon realization that CR is relative, HARDCORE MODE came up with an alternative for grading a monster’s threat level. Several of its core abilities are replaced, centered entirely on its CR. AC is 10 + CR; HP is 10 x CR; all of its checks, attack rolls, and saves are D20 + CR. And the Experience yield is 200 x CR. The remaining features, such as spells, special abilities, movement speed and types, etc remain unchanged.

This made me recall a blog series which cracked open 5th Edition’s underlying mathematical frameworks, Song of the Blade. One of the posts had a similar idea in making “improved monster stats” but derived from the capabilities of PCs. The conclusions in the post came to a far different one than HARDCORE MODE. This product’s solution is way too uniform, and the PCs will soon gain an intuitive sense of a monster’s capabilities from but a single roll of the die; it also removes potential weaknesses for clever PCs to exploit, as a monster’s low ability scores or saving throws are now universally standardized. Ironically this may mean that monsters can become oddly weak or strong at certain rolls, like a lumbering frost giant becoming incredibly nimble or a high-CR Tiny monster being really good at grappling.

Monster AI: Another explicit ode to Dark Souls, the writers figure that making monsters act more like enemies in a video game would help take the hard work off the DM. As opposed to...well, living breathing beings with agency. The DM checks the number of Actions a monster can take in combat, assigns a number to each, and every round rolls an appropriately-sided die to see what action the monster will take regardless of circumstances.

First off, why? What purpose does this serve? Second off, how does this account for monsters with an odd number of actions? Thirdly, there are things such as individual spells (Spellcasting is usually counted as a single Action type), Reactions, and Legendary/Lair actions which the DM still needs to pick. This removes a bit of the element of “totally random” monster behavior.

The Environmental Monster: This isn’t a new rule so much as a suggestion to make traps, extreme weather, and other forces of artifice and nature more common to show that there’s always danger even when not in battle.

Hordes: 5th Edition’s bounded accuracy is interesting in that numbers of weaker monsters still have a shot at putting a damper on even high-level PCs, barring some truly high AC results, AoE spells, etc. HARDCORE MODE encourages not pulling punches, but realizes that really big numbers of combatants can get tedious to track. For hordes they attack all at once. An enemy in the horde makes a single attack, +1 on the relevant attack and damage rolls per horde member beyond 1. For players, they attack the horde all at once, the damage is divided by a DM-assigned “constant” and that number of enemies in the horde are felled.

Quote
10 damage from a fireball? Divide by 2, 5 ghouls are burned to cinders! Adjust your constant for tougher hordes.

Ironically this is more in line with high fantasy than gritty Soulslike fantasy. Less rolls on the part of monsters means less chances for a critical hit, and less chances for damage dice which will most certainly deal more than +1 damage per NPC. While felling lots of weak monsters is definitely doable in 5e (spellcaster!), this Horde rule makes it easier on the part of PCs even if said horde is guaranteed to hit more often.

Verisimilitude: Another “rule” that’s not really a rule, HARDCORE MODE defines this not so much as creating a believable world so much as staying true to the adventure material and that the DM should not adjust things. The players must adapt with whatever cards are dealt to them.

Quote
In HARDCORE MODE, the numbers stand above reproach. It is the players who must adapt, not the content. Players can trust, and even celebrate extreme difficulty because it is openly known what they face. This is the gut feeling of verisimilitude.

I cannot claim to speak for all or even a majority of gamers, but this is not what is usually meant in tabletop circles when verisimilitude is discussed. It is usually in response to the actions of people in a setting, as well as said setting’s rules and assumptions, and to what extent the created worlds and plots reflect this. In some discussions verisimilitude debates to what extent inherently unrealistic worlds should adhere to realism, and when it is appropriate to diverge from said realism.

Hewing to a published adventure and never changing it to suit the needs of a game is...well I don’t know what that is, but it’s not verisimilitude!

Zones: This rule is inspired by an optional rule in Shadow of the Demon Lord. HARDCORE MODE realizes that 5th Edition is not “theater of the mind friendly” despite all of its pretensions. When combat occurs, the DM sets up appropriate Zones representing notable features sufficiently separate from each other that movement to and from them will take some time. A character can transition between zones as part of an action’s movement, and they can attack anything in their Zone with a melee/touch attack or effect. Opportunity attacks are removed entirely, and different levels of ranged weapons are all consolidated into being able to reach any Zone in an encounter provided the shooter has line of sight. Radius-based effects up to 30’ fill up an entire Zone, while even larger radii of 60’ and greater can affect multiple Zones.

I think this rule is passable. Many ranged spells in 5th Edition are limited to 30-120 feet, and in my personal experience it’s rare for combat encounters to involve battles separated by more than 200 feet. It does have some side effects, such as making short-ranged spells and attacks capable of greater effect. I feel that removing Opportunity Attacks makes them and Reach-based builds and monsters suffer. I’d probably still keep them in whenever someone in melee chooses to move to another Zone without Disengaging. This still allows for such builds to have a useful degree of battlefield control.

Agreed Initiative: HARDCORE MODE isn’t fond of individual modifiers and different people going at different times on both sides of the battle. The players choose the best modifier among their number and roll that for initiative, and the GM does the same for the opposing side. Whoever wins acts first as an entire group, and the losers go after them. But it’s not just individual initiative this rule is suggesting to drop. To make combat even more streamlined and HARDCORE the book suggests getting rid of held actions, bonus actions, reactions, and anything else that can make people act out of turn in the initiative order (bonus action doesn’t do this, but oh well).

While I can understand wanting to simplify initiative, this makes combats even more of an all or nothing affair where an entire group getting the drop on the opposition is guaranteed to take down at least one opponent. Although this is in spirit of things being HARDCORE, the removal of bonus actions and reactions is...bad, really bad, and has effects far beyond initiative. Many spells, class features, and other abilities are reliant upon them: a Barbarian’s Rage, Bardic Inspiration, several of a Monk’s Ki abilities, and a Rogue’s Cunning Action to name a few.

The Darkness & Adventures

This section is in two parts. The first discusses how to make the ambience creepier in line with the danger of HARDCORE MODE, notably scenes of loss and decay. We have two mini-adventures making use of the rules in this book. The first, Jar of Flies, details a creepy seaside village who reluctantly made a pact with an eldritch entity to grant them safety in exchange for imprisoning a little girl to contain said entity’s powers. The second, the Rust Plague, details a wizard’s plot to make all metal decay in a kingdom and return civilization to a prehistoric lifestyle as part of a deal with a stone idol of malevolent intellect. There’s less social and mystery elements here and more a classic wilderness exploration/dungeon crawl.

The adventures are but a few pages each, with two pages detailing lists of Zones and monster stat heavily truncated via the “CR is Everything” rule.

Our book has a conclusion extolling how far the hobby has come and that we have no need to hold onto things which denigrate certain styles of play. The author, Hankerin Ferinale, signs his name at the bottom accompanied by an image of a ship at sea sailing over the horizon.

Final Thoughts: I am sad to admit that I found much more to dislike in this book than like. I have nothing against trying for a more lethal “Killer DM” style of gameplay. What I do take issue with are how many rules in this book betray a lack of understanding of the underlying system and thus raise more issues than they solve. That a few are counterproductive to said “Hardcore” vibe shows that this book could use a second pass.

Join us next time as we review Five Torches Deep, an OSR/5e hybrid RPG!

15
D&D 5e / [Let's Read] 5e 3rd Party Class Sourcebooks
« on: May 01, 2020, 09:52:44 PM »
Hello everyone! This is not a Let's Read of a single product so much as a bunch of smaller sourcebooks detailing new classes and subclasses for 5th Edition Dungeons & Dragons. The OP will serve as a WIP Table of Contents linking to later posts. I'm focusing on some of the more well-known classes, as well as ones which don't have detailed reviews around the Internet.


16
D&D 5e / High 5e: Review, Resource, & Request Thread
« on: April 19, 2020, 03:13:23 AM »
Hello everyone. During my work on Odyssey of the Dragonlords I came up with the idea of reviewing third party 5th Edition sourcebooks for this site and others. Much like the OGL of the 3rd Edition era, we have tomes ranging from professional writers with high production value to shovelware cash grabs. While many people are most familiar with WotC's work, I feel that it is remiss to ignore the many other sourcebooks out there, be they flying under the radar or are featured in Critical Role's next livestreamed session.

Before are a few of the products I seem interesting, offbeat, or weird enough to be review-worthy. While I have plans for reviewing some below, others should feel free to take up the mantle themselves.

Regular to Large-sized Sourcebooks

These include the industry standard, typically 160 to 400 pages.



Adventures in Middle-Earth Corebooks: Part conversion of The One Ring, part building up original material on the 5e chassis, Adventures in Middle-Earth finally makes the DM of the Rings webcomic a reality.



Monsters of Murka: A meme-influenced parody setting derived from modern American pop culture.



Primeval Thule Campaign Setting: You got my Conan in my D&D!



Tales of the Old Margreve for 5th Edition: An update to a level 1 to 10 pseudo-AP taking place primarily in a Grimm's Fairy Tales styled forest.



The Seas of Vodari: A nautical swashbuckling-themed setting with lots of anime-style artwork.

Splatbooks:

These are far smaller, ranging from anywhere from a few pages to 64 at most.



Five Torches Deep: Do you like OSR retrolclones? Do you like 5th Edition? WHAT IF WE GOT CRAZY AND COMBINED THEM?! WOAAAAAH! Review.



5e: HARDCORE MODE: A series of house rules for making 5th Edition harder in an old-school spirit. Review.



The Mistwalker: D&D YouTuber dude turns his homebrewed Ravenloft class into a professional product. A mobile gish who uses the Mists to teleport around the battlefield, confounding their foes.



The Channeler: Do you like Jojo's Bizarre Adventures? Do you like the Persona series of video games? What if we made a class based off of these series' supernatural companions?



Call to Arms: The Warlord: Creator of Shadow of the Demon Lords brings the 4th Edition class to 5th Edition.



In the Company of Dragons: Playable dragons for 5e (based off an earlier Pathfinder book).

Door-Stoppers

Typically around 500 pages or more.



Odyssey of the Dragonlords: An Ancient Greek-flavored setting and adventure path from two of Bioware's most notable game designers. Review.



City of Brass: A level 1 to 20 adventure path revolving around the titular planar metropolis. Is actually a 5th Edition conversion of a 2007 3.X city sourcebook, but with expanded adventure material and new color artwork.

What the Hell is This, War & Peace?!

Self-Explanatory.



Dark Obelisk Adventure Path: Notable for being the longest sourcebook for well, any D&D/D20 game by sheer pagecount in the thousands. More notable for its length than anything else. This is an undertaking only a rare few can do.

17
D&D 5e / [Let's Read] Odyssey of the Dragonlords
« on: April 07, 2020, 08:42:27 PM »

Greetings everyone, and welcome to my next Let’s Read! I know that I said I’d review SIGMATA, but I found myself feeling a lot more passionate about another book. As such undertakings take quite a bit of time and effort on my part, I felt it best to do the ones that fill me with the most excitement and energy.

Back in the 90s and early Aughties, Bioware was the most prominent studio that brought the Dungeons & Dragons rules to the realm of video games. Even their much-acclaimed Knights of the Old Republic used rules derived from the Star Wars D20 System. Although Bioware moved on to its own Intellectual Properties over time, the company brought countless gamers to the Forgotten Realms seeking to learn more about the vaunted cities of Neverwinter and Baldur’s Gate.

In a way, it wasn’t too unsurprising when the lead designers of said games (as well as Dragon Age: Origins) wrote up a 5th Edition-compatible adventure for their account of Baldur’s Gate. But that was not their only delve into tabletop; last year they advertised a very successful KickStarter for an original setting.

Odyssey of the Dragonlords is part setting, part level 1 to 20* adventure path that takes heavy inspiration from Greek mythology. The continent of Thylea is dominated by two divine pantheons, the Five Gods and the Titans, who settled into an uneasy Oath of Peace for 500 years. But the Oath’s magically-binding duration is coming to an end, and the PCs are spoken of in a prophecy to be Thylea’s only hope. As the wicked Titans muster their forces to bring ruin and devastation, every day is one step towards uncertain doom.

*the book advertises 1 to 15 but it got extended as a stretch goal.

Introduction

Our book opens up with a discussion of distinguishing tropes to make Odyssey stand out from the typical D&D faire. For one, the plot has high stakes: even at level 1 the PCs are assumed to be well-known and accomplished heroes with a few mighty deeds already under their belts. At low levels the rulers of city-states are calling upon an audience with them, and at higher levels they can even challenge the gods themselves who have convenient stat blocks for such a purpose. Oaths are powerful and cosmically-binding, and accruing fame from deeds nets you followers and power represented by a Fame score. Fate and prophecies are a gift and a curse which even the gods cannot defy, and the lives of mythic heroes have elements of comedy and tragedy.

The fate part is subverted in the adventure path proper, as some visions that can be averted and there are multiple ‘timelines’ the major Oracle character can witness. The comedy/tragedy thing isn’t really something one can do save based on the subjective tastes of the group. The adventure likely has potentially tragic moments (cities being destroyed, NPCs suffering cruel fates, adventure plots and backstories revolving around past injustices, etc), but more comedic and absurdist elements aren’t really present from my initial reading.

The World of Thylea: Thylea is an island-continent located in a remote section of the known world, guarded from the rest by the actions of the local gods. Ample islands and peninsulas reach off its southern shores, lush forests and valleys occupy much of the central area, while wild steppes in the far north are ill-explored save by nomadic bands of centaurs, cyclopes, and various monsters. Thylea’s recorded history stretches back 2,500 years, when much of the continent was home to fey races such as nymphs and satyrs, and the ur-cyclops race known as gygans* ruled a mighty empire. Two deities, the Titans Sydon and Lutheria, reigned supreme over the land and received worship and sacrifice by mortals. Over time, various refugees, sailors lost at sea, and other people from unknown lands found themselves on Thylea’s shores, where they had complicated relationships with the native races. Sometimes such conflicts were violent, and they beseeched Sydon and Lutheria for protection. Which they received, but not enough that they were capable of building civilizations beyond some meager far-flung villages.

*a smaller yet more intelligent subrace of six-armed cyclops.

This all changed when a group of warriors astride mighty bronze serpents known as the Dragonlords set wing and foot upon Thylea’s coasts. They helped the settler races build great cities and repel the worst of the centaur and gygan raids, and soon the Titans grew jealous at their status. The First War was waged, causing great devastation on both sides. As the last of the Dragonlords fell, a new pantheon of Five Gods came down from heaven to prevent the Titans from destroying all. Eventually an Oath of Peace was brokered between the old and new pantheons; the details were vague, but for 500 years Sydon and Lutheria swore not to take revenge upon Thylea’s mortals and in exchange they would continue to receive honor and tribute in the form of temple maintenance and daily sacrifices.

But as of the campaign’s beginning, it is mere months before the Oath of Peace ends, and the famed Oracle prophecies the Doom of Thylea. Where even the gods die and the mortal races are wiped off the face of the earth. The PCs, notable heroes in their own right, are summoned by her to find ways of averting this dire prediction.

Powers, Factions, & Mortal Kingdoms of Thylea: These next three sections discuss religion and politics of the setting. Beginning with the deities, it is known that the gods and goddesses of Thylea are not the only ones out there, although foreign gods from the wider world leave Thylea largely untouched and their worshipers are few in number beyond some storm-tossed foreigners. The two major pantheons are the Ancient Titans and the Five Gods, although there are Forgotten Gods whose names and power grew few to the point that they are rarely honored outside of specific groups. With a few exceptions the gods do not dwell in separate planes of existence, but live in the Material Plane so as to keep a closer watch on their mortal charges. For example, Sydon spends much of his time in the lighthouse-fortress Praxys, while Pythor and Vallus are the ruler and wife of a ruler, respectively, in two of the larger city-states. Narsus, the God of Beauty, is not technically ‘forgotten’ but is the patron god/prisoner of the city-state of Aresia.


As you can see by the above, the Titans are the more ‘natural,’ cruel, and tempestuous of the pantheons. Thylea is the oldest titan, for it is said that the very continent is her body, her limbs extending as deep roots throughout the earth. Kentimane is Thylea’s husband, a gigantic being who stands taller than the highest mountain and regularly patrols the seas around the continent so as to guard his wife’s tomb from outside threats. The twins Sydon and Lutheria are the two surviving children of Thylea and Kentimane, their siblings long since murdered or imprisoned at the hands of their wicked kin. Sydon is a tyrannical deity in control of the seas and storms, and he longs for a world where all bow to his feet. He brooks no worship of any other entity besides his sister Lutheria, and even then only grudgingly. Lutheria is a cross between Hades and Dionysus, a harvester of souls and granter of insanity who encourages her followers to care about nothing but themselves and take what they will without consequence. Unsurprisingly the squickier elements of Odyssey shine through involving her or her worshipers; most NPCs who are sexual predators are loyal to her, and the goddess herself is a rapist in the “use enchantment magic to make people have sex with each other” kind of way.

The worship of Sydon and Lutheria is a controversial one among mortal society; people make sacrifices to Sydon more out of fear than loyalty and for safe voyage, and many find Lutheria’s doctrines disgusting. But Lutheria has devotees among some noble houses, her followers control the wine trade, and they host some of the larger public holidays which makes her a tolerated evil.

The Five Gods are the new pantheon, and unlike Sydon and Lutheria their acts of folly extend more to irresponsibility and lapses in judgment than outright sadism or malice. Mytros is the Goddess of Dawn and for whom the largest city-state is named. She is now back in the celestial realms after a battle with Sydon and Lutheria, and is by far the most common deity for clerics among the settler races to worship. Volkan is the God of Craftsmanship and invention, and is also the Santa Claus equivalent of the setting where he travels during the winter solstice as children await his gifts and sweets. Pythor is the God of War and has ruled over the city-state of Estoria for centuries after overthrowing its tyrannical king, and while popular his impulsiveness and alcoholism has dulled his ability to make wise decisions. Vallus, the Goddess of Wisdom, was once a traveler of the world and a collector of lore. Now she serves as the wife to King Acastus of the City of Mytros, and is prayed to for those seeking wisdom in overcoming some dilemma. Finally, Kyrah the Goddess of Music is a cross between Hermes and Apollo, known for being a quick-stepping trickster who provides inspiration to musicians and artists of all stripes.

Thylea has Mortal Kingdoms but no true nation-states or empires in modern times. Generally speaking, society is divided into two groups: the three major city-states and smaller settlements under their protection, and various independent tribes and villages who are scattered yet self-sufficient. The native races largely fall into the latter category barring a few exceptions such as the satyrs who are fond of visiting larger settlements.

The city-state of AthensMytros is a grand metropolis that is the religious, economic, and cultural center of Thylean society. It is home to the great Temple of the Five and ruled over by King Acastus, a descendant of one of the Dragonlords and notable for trying to rebuild said ancient order by somehow reviving the formerly-extinct race of dragons. The city-state of Estoria* is a border stronghold which holds off raids from the northern steppes; the god Pythor sits in a castle on the highest hill where he can survey the land. Finally, the city-state of SpartaAresia is home to some of the most famous warrior societies. While it doesn’t have a reigning god, its founder kidnapped and imprisoned Narsus, the God of Beauty. This act has led to centuries’ of on and off wars with Mytros. Aresian culture takes great pains to appear, well, spartan among the upper classes to separate themselves from the ‘decadent, barbaric Mytrosians.’ In practice its upper class is more elaborate at hiding their wealth and parties while using bread and circuses to keep the loyalty of the common folk. The southern islands are controlled by no large overarching power, with various barbarian tribes reigning supreme. The Amazons are the most well-known by outsiders and live in the largest island of said archipelagos: Themis.

*Apologies for not knowing what Greek City-State it’s based on.

We get a look at the ten major factions of Thylea, organizations who are either tied to a political or religious group or a power in their own right. Many of them check off typical fantasy trope boxes: the Cult of the Snake is a notable Mytrosian thieves’ guild, the Academy of Mytros is the foremost center of learning where philosopher-wizards hang out to share spells, the Order of Sydon is a paramilitary organization taking increasingly violent action against temples of the Five, the Centurions* of Mytros are said city’s standing army, and the Druids of Oldwood worship Thylea and make sacrifices to her to atone for the ‘original sins’ of the settler races’ presence on her land. The Temple of the Five and the Temple of the Oracle are institutions dedicated to the Five Gods and Versi the Oracle respectively, and only the former gets involved in secular politics with the Oracle being more removed from mundane affairs. The last three factions are monstrous in nature: the remnants of gygan tribes band together in small families and seek vengeance against the settler races, the centaurs of the Steppes war upon each other and the city-state of Estoria when they’re not partying and stargazing, and the Raving Ones are maenad worshipers of Lutheria who dwell in caves and shadowed glens, ambushing unlucky travelers to rob, torture, and sacrifice to their patron.

*hey, that’s a Roman term!

The inhabitants of Thylea are collectively referred to as Mortals, even those among the native and fey races to distinguish them from the more monstrous and divine entities. The ‘native races’ include the more classic Greek mythology creatures: centaurs, the various cyclops subraces (who are sadly non-playable), medusae, minotaurs, satyrs, and sirens. The ‘settler races’ include the standard PHB stock, and are pretty much assimilated wholesale into greater Thylean society beyond a few rare exceptions: orcs do not exist on Thylea so the half-orcs are a small community in Mytros, while tieflings are referred to as “Stygeans'' and live in Mytros’ ghettos due to a believed association with Lutheria. Dragonborn are virtually non-existent, and if one were to show up the average Thylean may think them to be either a monster or a scion of the Dragonlords.

The inclusion of the non-human PHB races is perhaps the most obvious case of ‘square peg round hole’ for importing D&D tropes into Odyssey. Most NPCs who aren’t of the native races or monsters are humans, and there’s no real place in the world for elves or dwarves that makes thematic sense. I find that the native races more or less fill most of the PHB races’ roles: centaurs and minotaurs are strong warrior guys, nymphs are nature-loving magical people, medusae are the cursed and shunned outcasts, and satyrs and sirens have Dexterity bonuses and racial features which are good for subtle distractions and/or mobility. The only real thing missing is a half-elf ‘jack of all trades’ or Small-sized races like gnomes and halflings.

We briefly get into the Laws and Oaths of Thylea. They are magically-binding aspects of the world which virtually all native Thyleans know, and even the gods can be limited by them. Generally speaking if a person swears to do or not do something, then they suffer some persistent misfortune should they intentionally break the oath. The Furies, who are not gods but very powerful beings, are three women tasked with interpreting and enforcing said Oaths. They dispatch erinyes to take the more egregious Oathbreakers to their own special hell in the afterlife known as the Island of Oathbreakers.

The most common types of Oaths are Guest Friendship (hospitality to those who invite you into their home) which is used for neutral meeting grounds and periods of peace even between sworn enemies; an Oath of Peace, where the swearer promises to commit no violence against them or their servants; an Oath of Protection, a one-time promise to come to a person or group’s aid in times of crisis; and an Oath of Service, where someone swears to perform one task on behalf of an individual. This last one is the most rare for said task is open-ended and the beneficiary of the Oath can ask them to perform dangerous, suicidal, or even wicked deeds.

We also get a list of sample curses for those who break Oaths, but can also be for those who otherwise anger the gods or commit some other great crime. They are persistent conditions which worsen over time and are typically only cured via powerful magic or rectifying the original misdeed. Curse of the Harpy and Curse of the Medusa transform the victim into the aforementioned monster types, while Curse of the Graverobber makes all food non-nourishing and slowly starves the tomb-robber to death.* Finally, Curse of the Treacherous causes the Furies to dispatch a trio of erinyes devils with special spells and equipment (entangling ropes, plane shift, etc) to kidnap the unfortunate soul and take them to the Island of Oathbreakers.

*this is only inflicted on those who steal from holy sites; otherwise the average adventurer would be in deep shit.

Epic Paths

Epic Paths are one of the larger aspects of Odyssey of the Dragonlords. Added on in addition to standard backgrounds, they are aspects of a PC which tie them into the larger plot. There are certain points in the Adventure Path where a relevant Epic Path will provide an alternative means of solving a task, bonus quests and rewards, fosters a relationship with an existing important NPC, and in some cases explains what the PC was up to before the start of the campaign.

Barring one exception they are all mutually exclusive, so every PC must have a different Epic Path than the rest of the party. Additionally, each Path has a Divine Boon of some sort where the PC can be rescued them from death for free only once in the campaign. It may take the form of a notable NPC coming to resurrect them, fate turning things in their favor at the last moment, the spirit of a loved one possessing their body to bring them back from the brink of death, and so on and so forth. Furthermore, there’s a Divine Blessing which is gained via completion of the Epic Path’s overall story, and some can end earlier than others on the Adventure Path.

The Paths’ entries outline the various milestones encountered during the adventure, but said adventure sections in the appropriate chapters also make callbacks in handy little sidebars for user-friendliness. For said reasons I won’t cover them here but instead during the review of relevant chapters.

Demi-God: The PC is one of Pythor’s many bastard children, and the god feels in his heart that their progeny will succeed where he failed and maybe take his place as the God of War.

Vanished One: The PC is the last surviving Dragonlord, but the Oracle Versi became obsessed with them and jealously took them as a favored pet/implied concubine a la Odysseus and Circe. Her magic helped the Vanished One be virtually ageless, but ephemeral time spent in a secluded cave has dulled their abilities.

Doomed One: Lutheria has a thing for murdering children, and sacrificing babies is one of her cult’s most infamous rites. The PC parents were part of her cult but refused to offer up their only child for slaughter. This earned their death at the hands of the goddess’ many servants. Lutheria’s minions have tormented the PC ever since and making their life hell, the goddess viewing the whole affair as incredibly funny.

Unlike the other Paths, the PC can be resurrected immediately twice upon death, but the third time they remain dead forever unless or until Lutheria is destroyed.

The Haunted One: The PC had a happy idyllic life with a loving family. But a prophecy foretold that the PC will find a way to overcome death itself, thus posing a threat to Lutheria’s dominion. So she used her powers to gather the souls of the PCs’ loved ones in her scythe. But she made one mistake: the PC somehow escaped her clutches thanks to Mytros shielding them and erasing all memories of their legacy from reality. But the PC remembers what they lost, if not necessarily the deities involved.

The Gifted One: Like the Demi-God the PC has a divine bloodline, but as one of Sydon’s grandchildren. The cruel god murdered his mortal wife, but was unaware that she gave birth to a daughter, who is in turn the PC’s mother. Said PC is destined to restore the glory of the Dragonlords and defeat their grandfather.

The Lost One: The PC is the survivor of a shipwreck from a foreign realm outside of Thylea, and more than one PC can choose this Epic Path. This one has the last least ties to the adventure path, and its main goal is to find a way back home.

The Dragonslayer: The PC’s village was wiped out by a dragon raining flaming breath down upon hapless innocents. Said ‘dragon’ is actually Helios the Sun God (something not known immediately), and the Epic Path revolves around hunting down and slaying the one who took everything from them.

The Cursed One: The PC hails from a family or tribe who carry an ancestral curse from the Titans’ wrath. The PC has faced a life of difficulty, and their brethren are fated to die off within a generation if a means of lifting the curse isn’t found.

Guidelines are provided for the DM to make their own Epic Path; the advice focuses mostly on how to ideally space the magic item rewards based on level, making granted special powers equivalent to Epic Boons from the DMG, NPC mounts and companions should be of CR 3 or lower, Divine Blessings follow the guidelines for Supernatural Gifts (Blessings unsurprisingly) under the DMG’s Other Rewards section, and the Divine Boons should involve a key NPC from the plot riding in as the cavalry to save the PC’s now-dead bacon.

The remaining sections are short entries which can be better summed up in future chapters: an Adventure Overview outlining the plot in bite-sized chunks as well as recommended Fame and Experience Levels for the major Chapters, advice on Session 0 prep and how the PCs came together, and sample advice for role-playing the more notable and recurring characters of the Adventure Path (most notably the gods). The last part of our chapter is a picture of the Thylean alphabet which is similar to the one of Ancient Greece’s.


Thoughts So Far: I feel that this is overall a rather good introduction to the world of Thylea. We didn’t get into any deep detail or new mechanics and rules, and some of the entries feel like they’d be more appropriate in later sections on account that they show up much later in the book. I do find it rather funny how the city-state with the God of War as ruler is not the one ripping off of Sparta, though.

The mechanics-facing aspects of the Epic Paths show up in the appendix, and speaking of which they’re a mixed bag. Some of them have more pertinent ties into the world and larger plot, such as the Demi-God and Haunted One. Others feel more like side-plots at most such as the Cursed One, Lost One, and Dragonslayer. The Vanished One being captive by an incredibly possessive character has quite a few warning bells,* and given that the Oracle is meant to be a major patron and the person who summons the call to adventure for the party in the first place, it is the kind of thing that may require a social contract or Trigger Warning for the gaming group to clear beforehand. Additionally, the Doomed One and Haunted One are too close in concept (Lutheria took away your family) and their relevant plot points are also the same. I understand that trying to make enough potential paths which have differing consequences echoing throughout an entire campaign can be difficult, so my criticism on the sameness front is a bit muted.

*like making the PC swear an oath to return to her cave when all is said and done, trying to murder characters they fall in love with, and also restoring said PC to life via a kiss as the Divine Boon.

All in all, I feel that this is a good introduction, but some things can be ordered better.

Join us next time as we cover new options for PCs: races, class archetypes, spells, equipment, and the rewards and Divine Blessings for the Epic Paths!

18
General D&D Discussion / [Let's Read] Al-Qadim: Land of Fate Boxed Set
« on: March 16, 2020, 05:40:35 AM »

Hello everyone! I’m back from my writing hiatus, and as promised my next review is for one of 2nd Edition’s more innovative settings. First published in the early 90s, Al-Qadim drew heavily from Arabian Nights and Middle Eastern history. Its first sourcebook, Arabian Adventures, was light on setting but heavy on rules mechanics. In fact, the book was first pitched as more akin to an “Oriental Adventures” setting-neutral supplement than what was planned to be a full world. This was in part because the writers worried that the suits at the time would judge such a project too risky. The line lasted for 6 years, producing 3 supplements, 2 boxed sets, and 9 adventures both stand-alone and serials. Al-Qadim never got updated for future editions, although there’s been fanmade conversions for 3rd Edition and one in the works for 5th Edition courtesy of the Dungeon Master’s Guild.

For this review, we’re going to cover the Land of Fate boxed set, which was the supplement that propelled al-Qadim into a full-fledged world.

Introduction & Chapter 1: Lay of the Land

As a boxed set, there are three booklets of varying length and a series of handouts and maps. Adventurer’s Guide to Zakhara is both player and DM-friendly, covering the world of Zakhara. The second book, Fortunes & Fates, details DM-centric things such as hidden intrigue and secrets along with organizations and new magic items. We’re going to cover the Adventurer’s Guide first, although in some cases we’ll slip in Fortunes & Fates material which shows how things really are in our respective regions and cities. Finally, Land of Fate is a mini-sourcebook which has new monsters. As I own the electronic copy, all of these are present as their own PDFs.

Our first chapter is surprisingly a geographic glossary of sorts. There’s mention of features which may not be common in more standard Euro-style settings, such as different names for sand dunes and their functions, along with terms such as a kavir (salt flat overlying a sea of mud) or a haram (a general term for a holy site or place of power). The book references specific places as examples encountered for such terrain and places.

Chapter 2: Life in Town

Here we have an overview of common customs and daily life for the people of Zakhara, which is also known as the Land of Fate by its people. Zakharans are more or less divided into two major cultural groups: the al-Badia, who are nomads, and the al-Hadhar who primarily live in cities and outlying towns and villages. The al-Hadhar are more populous than the al-Badia, and most Zakharan cities lie along rivers and coastlands while the al-Badia are most prominent around the two inland deserts.

In the cities, there are regular calls to prayer spaced around major points in the day (sunrise, mid-day, sunset, etc) often signaled by a gong or other loud device from a mosque. These religious sites are often placed in the geographic center of a settlement for efficiency and often serve as a meeting or gathering place for the community. Most occupations relate to food production, particularly in rural areas, and agriculture makes ample use of irrigation to make up for arid environments that are common in Zakhara. Most people do not own the ground on which they live; instead it is owned and managed by local nobles and officials.

Many forms of merchants and artisans often operate their place of business right out of their homes. Musicians, story-tellers, and entertainers are another well-received occupation, and the best of the best may be lucky enough to be hired on as private performers for the nobility.

Meals are taken quite seriously. Dinner is often the largest and most important, and it’s common for the head of the house to first thank the gods for providing them with sustenance, and richer households may have multiple courses. Bread, olives, coffee, and dates are common among all social classes, while well-to-do people may supplement their diet with fruit jam and meat.

Clothing varies based on religion and culture, although there are some commonalities. Trousers and overshirts with sashes are favored by working-class men (no mention of what working-class women wear), with sandals and leather slippers when leather boots cannot be afforded. Headgear often is a soft cap or headcloth, while turbans are common in the central cities. Those who make their living in the desert wear keffiyehs and agals, and women often wear shawls whose material and jewelry is indicative of her class status. The middle and upper classes have more decorative clothing, with purses containing money, tobacco and small weapons in their sashes, and leathering stockings attached to trousers. A kaftan may be worn during times of unfavorable weather. The upper classes are fond of gemstones and gold thread, with turbans wrapped around fezes for men to make them appear taller, and it is common for servants to carry their personal belongings. Veils are common among both genders, with some places having only men or women commonly wear it. Veils are worn differently by region: nobody wears veils in the Cities of the North, the Pearl Cities are highly transparent and decorative, and the League of the Pantheon has veils which obscure one’s face. In Afyal tradition mandates that women have a veil at all times, but they don’t necessarily have to wear it and is thus usually hung over the belt or sash. Mamluks do not wear veils, for their facial tattoos demonstrate which order of slave-soldiers they belong.

There are regional differences in clothing. Dyed fabrics are common in the Pearl Cities, given the inhabitants a wider variety of colors. In the conservative Pantheist League, jewelry is forbidden as are colors other than black, and men and women alike dress in full-length robes with veils to prevent attractive people from inciting lustful thoughts in onlookers. The Cities of the Heart, sitting at the relative center of the Caliphate, have a cosmopolitan array of styles. The Ruined Kingdoms, rural areas, and island settlements often have fashion several years out of date. Even Afyal, which is a financially rich realm, is often remarked for having fashion that went out of style during the era of the Grand Caliph’s grandfather. The Cities of the North, which have the most frequent contact with “Northern barbarians” have more exotic fashion.

When it comes to governance, Zakhara is the term for the peninsular subcontinent, but the Caliphate is its official name. It is an empire whose leader holds lineage to the First Caliph, responsible for rediscovering the Law of the Loregiver and spreading Enlightenment to the world. The Caliphate functions via a form of feudal federalism, where the empire as a whole is governed by the Caliph’s law and that of the Loregiver’s teachings, while smaller provinces and city-states swear fealty to the Caliph with minor sultans, kings, and other forms of governors administrating on a regional level. Below even them are qadi, or judges, who act as local arbitrators and mediators for disputes and the dispensation of justice. Among the city-dwellers they are often appointed by existing bureaucracies, but among nomads they are often appointed by the community directly based on support and trust. Leadership roles among nomads in general is often more informal and closely-bound at the local level.

For war and military matters, most nomad tribes have many among their number who can defend themselves. Most cities have militias that can be called up in the event of an invasion, and a watch for internal policing. Some larger cities can make do with a standing army or hire out mercenaries, and mamluk units are their own division of elite soldiers. Theoretically speaking the Caliph can call upon soldiers across Zakhara in a single unified army, but they have no neighbors who can seriously challenge them in the ways of symmetrical warfare. Most small-scale battles and skirmishes are often land disputes between local authorities, or Unenlightened barbarians and pirates around the Caliphate’s borders and more isolated regions. Twenty years ago there was a local sheikh who tried to lead an army against the capital city of Huzuz, although a single mage summoned an army of genies which wiped about the sheikh’s forces in a one-sided battle.

We get a bit of a lengthy treatise on women, marriage, and family structures. Before Enlightenment, most of Zakhara was a highly patriarchal society, and while there have been many inroads towards equality (women can and have held every position besides Caliph) there are still some lingering holdovers. Men are encouraged to be financial breadwinners for family units, while women attend to domestic affairs. Women and children also have their own separate quarters in many houses known as the harim, which can range from a single room or an entire complex based on the wealth of the family. Marriage is traditionally one man, one woman, with class and financial obligations often playing a role. Men are given more freedom to marry below their station, although it is possible for both husband and wife to hold property separately. Men are permitted to have as many as four wives, although this is a steep financial obligation which only a few among the wealthy take advantage of. There’s an exception on the island of Afyal, where women can have any number of husbands; this is due to the fact that the island’s men are mobile traders, and the wives often manage the mercantile houses.

One of al-Qadim’s more controversial setting aspects is slavery. Or rather, its portrayal of the institution as one which is largely non-evil beyond some bad apples. In Zakhara is not chattel slavery for life, but more often a form of indentured servitude for law-breakers, debtors, and of Unenlightened people. The children of slaves are considered to be born free, they cannot be left to the elements if they become crippled or useless, and torturing and starving slaves may allow a qadi to rule in favor of their freedom. Any crimes committed by a slave are the owner’s responsibility.

Slaves among the Unenlightened are mostly drawn from isolated tribes among the southern islands, mountain regions, and deserts who are captured by slave-hunters. Unlike the above their children are also slaves if they reject the Law of the Loregiver. In some more lawless provinces unscrupulous slavers capture Enlightened people far from home, claiming them to be heathens pretending to be civilized.

Mamluks are the most famous and privileged of slaves in Zakhara. They are all technically owned by the Caliph himself and employed by the state as soldiers, often kidnapped from the Unenlightened and indoctrinated as children to become loyal warriors. In the northern cities bordering the Great Sea they are the de facto rulers, and often war against the pirates of the abolitionist Corsair Domains.

Finally, we talk about Zakhara’s Nonhuman Races. Zakhara holds a human majority, but all of the Player’s Handbook core options are present, along with some of the more monstrous humanoids such as goblins, kobolds, lizardfolk, gnolls, and even locathah and merfolk in seaside and undersea settlements. Unlike many other D&D settings of the time, there was no major strife between such races. In fact, most demihumans and humanoids living in Zakhara more or less assimilated and share the same customs, deities, and ways of living. However, the races still retain their original languages, which implies that at one point there were distinctive cultures, and in terms of marriage a union which can produce children’s encouraged which means that most people marry within their race* even though the Law of the Loregiver does not ban interracial marriages.

*orc-human and elf-human pairings the notable exception.

But what of races beyond that? Generally speaking, there are four main qualifiers for a monster to become accepted in the Caliphate:

1. They must be intelligent enough to understand the Law of the Loregiver.
2. They are usually humanlike in size and shape. Creatures with more exotic sizes, anatomies, and/or dietary restrictions have more difficulty living among population centers and tribes. Extremely non-humanoid monsters never become al-Hadhar, although it says nothing one way or the other about the al-Badia.
3. Their innate abilities must not be such that their powers can cause tension or discord. Very powerful and dangerous abilities can put people and local rulers on edge, even if the monster makes it a habit to only use their powers for good.
4. Certain subraces belonging to faiths and civilizations which are on a war footing with the Caliphate, or whose number have been shown to be continuously and irredeemably evil (such as sahuagin and yak-men) are never allowed to join Enlightened society.

Speaking of ‘irredeemably evil,’ I am a bit curious about this point. Although far enough away that it may as well be its own setting, Zakhara is part of the planet of Abeir-Toril which itself houses the Forgotten Realms setting. And said setting has pretty much every D&D trope with which we’re familiar, including monsters which are naturally inclined towards evil. This has included humanoid numbers such as orcs, and there isn’t really any description on how Zakharan society overcomes this trope. It seems to me that the implication is that the Law of the Loregiver is such a revelation of truth and wisdom that it can break down ignorance and hidebound customs. But then I have to ask what is it about sahuagin which makes them innately evil that they cannot be converted, whereas orcs and gnolls can break free of such tendencies.

Thoughts So Far: The Land of Fates’ opening chapters feel at once both big-picture but also focus on the day-to-day lives of its citizens. I do like the attention to detail on various things, from leisurely activities to food, clothing, and governance. It’s something even a lot of settings today forget to include, and as such makes al-Qadim feel more “lived in” than your average fantasy world.

It may more reflect the media I consume, but I find it rather novel even near 30 years later to have a setting with an empire that is not evil. And even moreso, one which does not have any major enemies militarily speaking. There are foul cults, rampaging monsters, and rulers mad with power, but Zakhara isn’t in any great danger from a Mordor-like invading army. Even the Lands of the Yak-Men and Brotherhood of the True Flame, who are al-Qadim’s most iconic villains, tend to act more via magical spies and “rotting from within.” While there are plenty of ruins and dungeons, conflict in al-Qadim would likely be of a more personal nature, and while there are problems in the system, the government’s highest echelons and Grand Caliph do genuinely care for the welfare of the people.

The aspect of slavery being an institution that is not portrayed as innately evil or in a “kinder way” is one of al-Qadim’s more controversial options, the other being honor-killing for infidelity (which isn’t mentioned in this book but in Arabian Adventures). While most D&D settings often portray slavery as the chattel kind, the various limits/protections are reflective of attempts in the Islamic world to reform the practice. Even so, slavery as a whole no matter the civilization has been too open to abuse that I am not exactly keen at seeing it ‘softened,’ morally speaking.

Join us next time as we cover the nomadic side of things in Chapters 3 and 4!

19
D&D 3.5 and Pathfinder / Let's Read: The Northlands Saga Complete
« on: March 31, 2018, 07:52:20 PM »
The Northlands Saga Complete


The Northlands Saga Complete is a Norse-themed sword and sorcery adventure path and campaign setting. Made for both Pathfinder and Swords & Wizardry, it is a far-ranging epic inspired by the culture and folklore of the Viking era, and for the past year I have been running it for a weekly Sunday group. Although like any level 1 to 20 Pathfinder campaign it has its system-related warts (and some questionable plot and narrative choices), it helped create a campaign that has been lots of fun, and with all the notes and work I’ve done on it I decided to make an in-depth review.

So a brief history of the publication. Back in 2011 when Skyrim was the next big thing and the hills were alive with the sounds of thu’um, Frog God Games began working on a playtest for a Viking-themed adventure. One of the chief writers, Ken Spencer, was an archeologist and history teacher who had a deep passion for medieval Scandinavia and its legends, and sought to create a setting which borrowed heavily from that region’s cultural aspects. Four adventures were made in total set in the Northlands, but the line was put on hold for five years until a successful KickStarter produced a massive book with the original adventures plus eight new ones and a complete setting to boot.

Northlands Saga Complete is split into two major sections: the Northlands Saga Campaign Guide and the Northlands Saga Adventure Path. After that are several appendices of player handouts and maps (both player-friendly and GM eyes’ only versions), pregenerated player characters, and a bonus stand-alone adventure. We are going to cover the Campaign Guide here first.

Hagalaz, Hail!


This is the introductory chapter covering the overall feel of the world, the regions’ history, and a discussion on Kennings (compound expressions with metaphorical meanings often used in poetry). Basically the Northlands is part of the wider Lost Lands campaign setting published by Frog God Games, but the influence of the rest of the world is minimal enough that the Northlands may as well be its own. The Northlands is a low magic sword and sorcery style realm where most of civilization are villages at best and while magic is a common occurrence in the form of cunning women and folkloric charms it is rarely understood and wholly accepted. The setting has fantasy races, but is humanocentric in a Ravenloftian vein where dwarves and elves are isolated, halflings and gnomes don’t exist, and cannon fodder baddies tend rival Vikings, cultists, and various kinds of giant-kin instead of kobolds, goblins, and orcs.

The Northlands proper is sits on the northern reach of Akados, the major continent of the Lost lands, and the southern reach of the arctic continent of Boros. It has a Meditteranean-style geography where a central North Sea dominates the center and the various lands circle around it and sea travel is a vital aspect of life.

History

The region has been home to thousands of years’ worth of immigration, with the ethnic Northlander humans the most recent arrival (800 years ago). The first settlers were the Andøvans, who mastered bronze-working and whose cultural legacy is only known via the large amount of haunted mountain ruins and barrow mounds left behind. They went to war against invading trolls and lost, causing their culture to cease to be. A thousand years later the next group of settlers were a tribe of elves known as the Nûk on a religious pilgrimage. With the forest the only place unclaimed by the numerous trollish tribes they and settled there in secret.

1,500 years later, a tribe of humans known as the Uln arrived and unsuccessfully warred against the trolls. They went further north and settled into newly-discovered city ruins, which had buried texts dedicated to the demon lord Althunak whose growing cult plunged the cities into bloody war. The Uln driven from the cities soon became the Ulnat, the fantasy counterpart-Inuit people of the Northlands. The Lord of Ice and Stone’s cult held sway for a time until a hero, Hvran the Half-born, earned the trust of several tribes and led a band of heroes. They fought a mighty battle against the demon-god himself, and Hvran sacrificed himself to trap Althunak beneath a frozen lake.

150 years later a group of Hel worshipers are contained in a walled-off peninsula after war with others. There was a dude named Swein Sigurdson who thought that Hel had it all wrong and fought and escaped with like-minded people into the not-Underdark, where Swein received a vision from Wotan, head of the Æsir who told him of a new place to settle which turned out to the the troll-occupied Northlands. Traveling through the Under Realms for months they finally found light and fought a war against the trolls. They won, the giants were driven off, Swein Sigurdson was declared the High King, and the society of modern Northlanders came into being.

TL;DR Barrow-building humans fight and lose against trolls, elves migrate to the forests, the not-Inuit defeat not-Sauron, not-Nordics are led by Odin through the Underdark to the Northlands and drive off the trolls. And if you’re wondering what the deal with the seeming disconnected events is, they tie into the later campaign to various extents. Especially Althunak who is more or less the BBEG of the Northlands Saga.

Kennings

Along with a pronunciation guide on Nordic spellings not present in English, the last section of the introduction discusses the concept of kennings, or word pictures expressed by skalds and reciters of oral traditions. Quite a bit of in-game text and NPC conversation makes use of such kennings, although not overly so (mostly important and well-spoken NPCs). Basically they are ways to paint a picture of common concepts via metaphors, references to godly traits, and the like. It gives a sample list of common kennings as a means of using them in your own campaign.

Quote from: Word on Pronunciation
Pronunciation of words from a Nordic base is no easy task to a non-Nordic tongue, and many of the place names, and names of gods and heroes are just that. They are not, for the most part, intended to be a true rendering of Norwegian or even ancient Norse words and names, but they are meant to convey that flavor. As a result, there are some spelling habits that are perhaps strange to the eyes of many gamers. As a result, we’ve included a little bit of a pronunciation guide, though it is no way meant to be a didactic or exhaustive discussion of the subject in any real-life context. It merely explains the conventions we have used in the Northlands Saga. As with anything game related, they are there for you to use or ignore as you see fit.

Of immediate note is undoubtedly the fact that many names end in an ‘r’ that do not normally do so. This final ‘r’ of Nordic origin is often left off in Western renderings, but to lend the air of legitimacy to our Northlands setting, we have opted to go for the older, more obscure spelling. However, in general the final ‘r’ is silent unless it follows a vowel, so that ‘Thor’ is still ‘Thor’, but ‘Grimr’ would be pronounced ‘Grim’. In the case of ‘Baldr’, however, conventional use would still pronounce it ‘Balder’, so this rule is far from absolute.

For vowels, ‘Æ, æ’ is usually pronounced like ‘eye’ or ‘ay’; ‘Á, á’ is pronounced like ‘ow’; ‘Ö, ö’ and ‘Ø, ø’ are pronounced like ‘oeh’, and the other accented vowels are held longer. Unaccented vowels usually have their long sound. The letter ‘Ð, ð’ is called ‘eth’. It is pronounced as a ‘th’ sound and is sometimes used interchangeably with the letter ‘Þ, þ’ (called ‘thorn’ and also pronounced with a ‘th’ sound).

While these hints by no means create a fully authentic pronunciation in terms of real ancient Nordic and Germanic languages, they will help you to catch the intended flavor and feel. However, if it is easier, just use the spellings for the look of them and make your pronunciations whatever is simplest for you. Use them as best fits your tastes.

Quote from: Kennings
Common Kennings of the Northlands

Alfar dwimmer: magic
Baldr’s bane: mistletoe
battle-dew: blood
blood-ember: axe
blood-worm: sword
breaker of rings: Køenig or jarl
Corpse-ripper: the dragon Nídhöggr, chews
upon the corpses of murderers, adulterers, and
oath-breakers
easer of raven’s hunger: generous leader
feeder of ravens: warrior
Freyja’s tears: amber
Hanged God: Wotan
Frigg’s thread: gold
icicle of blood: Sword or spear
Loptr’s favor: fire
Loptr’s mead: lies/deception
mind’s worth: courage/honor
moon distaff’s thread: silver
Rán’s hammer: waves
raven harvest: corpse
ring-giver: Køenig or jarl
sea-steed: ship
shame of swords: shield
Sif’s hair: gold
sky-candle: the sun
slaughter-dew: blood
Slayer of Giants: Donar
spear-din: battle
swan of blood: raven
sword-sleep: death
wave-cutter: ship
wave-swine: ship
wave thread: sea serpent
Wotan’s children: raven
weather of weapons: war
whale road: sea
wolf-hearted: coward, oath-breaker, one
without mind’s worth
wound-hoe: sword
wound-sea: blood


Chapter 1: Mannaz, The Peoples


The chapter starts off by mentioning that in terms of D&D races the Northlands is not as varied as the typical setting or other places in the Lost Lands. Only humans and Nûklander elves have any significant population size (with a few half-elves around), and the few dwarves around are relegated in small communities in the two largest towns. Halflings, gnomes, and elves of other tribes are individual foreigners if they come into the region. Orcs, half-orcs, goblins, bugbears, and gnolls are virtually absent, but replacing their niche are all varieties of giant. Just about every type of Monster Manual giant can be found in the Northlands along with some new ones in this book, and there are many varieties of trolls. The setting mentions that giants in the Northlands are always of Evil alignment, and giant and troll-blooded people merely a strong tendency than an inherent trait. Funny enough, although the pre-generated PCs include a dwarf, there are about 200 total in the biggest towns, and are kind of a being in Norse mythology, they don’t get a write-up in this chapter at all and are more or less “invisible” in the adventure path.

There is a brief entry on languages, with some interesting notes: one, there is a “Common” tongue but it’s spoken far south in lands once dominated by an expansive empire which never touched the Northlands and so isn’t a language you start play with automatically. The lingua franca of ethnic Northlanders is Nørsk, with the written version known as Runic and treated as a separate language (literacy is rare and effectively an art all its own). Andøvan is now a dead language, and Nûklander, Seagestrelander, and Ulnat are spoken by their respective cultures. Two demonic cults, the Beast Cult and the Children of Althunak, respectively use Beast Cult Sign Language and Old Uln as secret code tongues.

The Northlanders are the most populous human cultural group in the setting and pretty much fantasy counterpart Scandinavians. Although no strangers to warfare, most Northlanders live an agricultural lifestyle of growing crops and animal husbandry. Still, their economy is supplemented by warfare, trade, and raiding and almost every family owns several weapons for self-defense and chainmail if they’re well-to-do. They have a hierarchy of social classes ranging from thralls (slaves, usually foreigners or those in debt), freemen (majority of Northlanders), and jarls (Northland leaders who have enough wealth and goodwill to get the other social classes to pledge their lives to them). Northland social structure is not ironclad; thralls can buy their freedom, and in some lands a jarl’s influence is tempered by democratic assemblies known as Things or fall out of influence if his competence falters.

The rest of the section is rather wordy, but I can point out a few interesting things: Northlanders don’t use horses for warfare (they are meant for travel); many of them have a social gathering known as a Thing where every person can cast a vote for matters of laws, crimes, and public works projects; the laws of housing where a guest and host have mutually-beneficial social contracts; and that religion is a low-key affair where local priests known as godi are a part-time local position and that actual spellcasting clerics and druids are very rare specialized godi who forged a bond with a specific deity.

Next up are the Nûk or Nûklanders, elves who are more or less fantasy counterpart-Sami. They are the descendents of a persecuted cult whose god said that he would lead his people north to a bountiful land far north. After several civil wars encouraged them to move thousands of miles to the promised land, they found that their dream destination was far from hospitable. Betrayed, the people turned against the more devout followers and leaders in a night of slaughter and forsook worship of the gods in favor of calling out to the spirits of nature.

Nûklanders primarily live in the forests and tundras of the Northlands’ northernmost reaches and beyond as nomadic reindeer herders. They have some limited trade with the Northlanders of Estenfird and are on generally positive terms with them. Nûk societies are governed entirely by direct democracy councils (the concept of one person commanding many is a strange concept to them). Their society also greatly distrusts arcane magic, and practitioners face exile or death if they cannot conceal their talents. Druids, oracles, and rangers are the most common classes, with fighters rarer but when they do show up make for amazing cavalry with war-trained reindeer.

In game terms Nûklanders share the racial traits of Pathfinder elves, save that instead of gaining typical enchantment/sleep resistance and spell resistance/spellcraft bonuses they get cold resistance 5 and the silent hunter trait (reduce stealth penalties for higher speed by 5 and can use Stealth while running at -20).

The other human ethnicity detailed are the Seagestrelanders, and I am unsure what real-world culture if any they are meant to replicate. The term “Seagestrelander” is a catch-all for the hundreds of warring tribes that live between the southwest shores of the North Sea and the southern plains of the Sea of Grass. Most of them live within the forests of their namesake and the coastal shores, with expansion blocked off by natural geography. They are mostly farmers, herders, and fishermen and their lands are poor in mineral wealth. As Northlanders have metal goods, said group is willing to trade them iron weapons and armor in exchange for amber, gold, and slaves. This last commodity exacerbated the violence among the Seagestrelanders themselves and with Northlanders, with rival tribes selling off prisoners of war and Northlander vessels come to raid as well as trade.

Seagestrelanders build their villages around god-trees, the stumps of massive hollowed-out tree trunks where idol representations of their deities are placed. Funerary and worship rites take place here, and Seagestrelander spellcasters gain automatic Maximize Spell on all spells cast within 30 feet of a god-tree. Magic is even less common among them than the Northlanders, but when it does show up they are almost always honored regardless of their type of magic. All spells, arcane or divine, are viewed as gifts from the gods.

Seagestrelander characters are usually of the martial variety. The section mentions that Seagestrelander PCs will face difficulty in the Northlands, as the vast majority of them are thralls and generally assumed to be such by the populace. It mentions the idea of a slave PC, but doesn’t go in much on actual advice beyond “role-playing challenge for experienced and mature groups.” Interesting thing is, slavery and thralldom isn’t really touched upon in the adventure path, and demographics-wise thralls make up a very small portion of the population (one to five percent in places and almost never past ten percent).

Although not detailed here, one human ethnic group I wanted to touch on are the Ulnat or fantasy counterpart Inuit. They live in the Far North, an arctic region north of the Northlands dominated by tundra and mountains. Like the Northlanders they are a heavily maritime people, relying upon the sea for their livelihood. They are a society of hunters and trappers because their native environs are unsustainable for agriculture, and their main method of transportation on land are sled dogs. The sourcebook does not make much mention of their religious and cultural traditions beyond the fact that the heroes who overthrew the Cult of Althunak are buried in small tombs with their prized possessions.

The Giant-blooded are one of the 2 entirely new races of the setting. They are like half-elves or half-orcs in that they are either the product of a human-giant union or more rarely two human parents. Giant-blooded infants not raised by giants are usually killed at birth, and those who are spared are relegated to the fringes of society on account of giants’ negative reputation. A few jarls keep giant-blooded around for their great physical strength for both farming and warfare purposes, but others treat them as freak shows to show off to entertain guests. Giant-blooded rarely if ever appear among the Seagestrelanders, and given the Ulnat’s geographic position unknown among them. They are quite likely to be adventurers on account of societal prejudices and innate wanderlust pushing them to move.

Stat-wise giant-blooded are almost entirely built to be melee warriors. They have +4 Strength, +2 Constitution, -2 Dexterity, and -2 Charisma. They are Large, have a Reach of 10 feet and speed of 40 feet on account of their large frames, and to offset the size and Dexterity penalties to AC they have +1 natural armor. Low-light Vision is their only ability not explicitly “muscle-based,” so if you’re going to be giant-blooded your role is more or less determined for you unless you’re going for a self-imposed challenge.

The other new race are the Troll-blooded who are much like the giant-blooded save they are even rarer, more physically monstrous, even more vilified, and have a strong persistent hunger that is a drain on larders during wintertime. Those not slain at birth are either hidden away from the rest of society or treated as expendable thralls to be thrown in battle against one’s enemies. Troll-blooded adventurers become so mostly to find a means to satiate violent drives and their hunger (the book notes that heroes eat well no matter their ancestry).

Stat-wise troll-blooded are melee-friendly, but not as much as the giant-blooded. They have +2 Strength, +4 Constitution, and -4 Charisma. They are Medium size and have darkvision to a range of 60 feet, along with a pair of claws that deal 1d4 damage and the Ferocity trait which is similar to the half-orc’s save that you are staggered when you fall below 0 hit points. In line with their heritage, their last two traits are the ability to safely eat any organic substance and immunity to ingested poisons from this, and take 1 more damage per damage die from fire-related attacks.

Troll-blooded are a bit more versatile than giant-blooded on account that their racial traits are a bit all over the place. Their claws and ability to eat anything are very situational, but ferocity is effectively a free Diehard feat. The Strength and Constitution bonuses are nice, although the giant-blooded’s reach is a more attractive option for melee types.

Classes


Picture from bobkehl of deviantart and not in the book but did not want this to be too wall of texty

Although technically covered in the Northlander section, there an in-depth discussion on classes. Unlike other settings Northlands has classes which are “banned” or at least heavily discouraged or changed around. The setting is more or less Early Middle Ages/Viking Era in technology and aesthetics: Alchemists, cavaliers, gunslingers, inquisitors, monks, ninja, and samurai are almost invariably foreigners from the Southlands (catch-all term for everyone south of the Northlands). The book notes that the PCs are meant to be heroes of an epic saga, and should be able to break the mold via a good backstory of how they came upon these strange traditions.

Classes which are reflavored for the setting include Barbarians, who are holy men and women of Wotan (Odin) who struggled with violent impulses but learned to tame their inner fires via divine guidance. They are either Bearsarkars or Ulfhanders, new archetypes described later in new rules in Chapter 4. Bards are known as skalds and well-respected for their inspiring abilities and knowledge of history and culture in spite of their arcane powers (which they try to disguise as “natural ability”). Clerics and Druids are a rare sort of godi (who normally don’t cast spells) who made a pact with a specific deity to carry out their will. Nûklander druids are an exception, who don’t worship the gods but instead call upon the spirits of nature to grant them power. Fighters are perhaps the most common PC class among the Northlands in general, but Monks are typically seem as having a near-supernatural control over their bodies and distrusted. Paladins are all-female spear maidens who pledged their services either to Baldr, Donar (Thor), or Wotan (Odin) but are seen less as holy warriors but rather defenders of home and clan whose abilities are derived from the blessings of wyrd (fate). Rangers are the next most common class after Fighters, usually of the non-magic-using archetypes (I don’t know if any such exist in Pathfinder tho). Rogues are surprisingly rare, the justification that theft is a major crime, there are not many locks and mechanical traps save in the ruins of the Andøvan, and what “organized crime” exists in the Northlands are less thieves’ guilds and more bandits, raiders, and the Jomsvikings who are decidedly more martial in nature. Arcane spellcasters of all stripes are exceedingly rare to the point of only really being known in myth and legend and when encountered most people assume them to be dangerous, and summoners are particularly hated for belief that their minions come from the Ginnungagap (primordial cosmic void) or the creations of demons and giants. The only two exceptions to this mistrust are the aforementioned bards and cunning women, an all-female sorcerous bloodline supplemented with healing powers. Both of these disciplines are well-respected professions. Seagestrelanders are more open and view magic of all kinds as blessings of the gods, whereas Nûklanders outlaw all types of magic save non-deific druidism.


And so ends our first chapter!

Next up is Odal, the Lands!

20


This is now my 2nd-longest book, with Larius Firetongue's School of Sorcery occupying the #1 spot.

Inspired by Path of War, the Witcher, and other examples of fantasy fighters in media I set out to make a new system for 5th Edition. Special moves known as techniques are used to replicate a variety of effects. The Martial Disciple has 142 techniques spread out among 8 fighting schools, from the guerrilla-style Prowling Panther to the spirit-ridden Trance Dancer.

As for archetypes, you got Avatars of War (Martial Disciple) summoning tools of destruction and valkyries from [insert plane of battle here]. You got Monks of the United Spirit studying alchemy and spiritualism to harness their minds and bodies. You got Path of Destroyer Barbarians who can smash through objects and walls via a non-magical passwall effect (among other things). You got 73 pages worth of martial goodness backed into one fine PDF!

Drive-Thru RPG Link.

RPGNow Link.

Pages: [1] 2 3 4 5 6 ... 25