So, earlier in the week I got into a conversation on Facebook with someone who had some constructive criticism and questions regarding Untold Adventures. I encouraged them to ask their questions because the person was both respectful and the questions were really insightful ones about the nature of the game. It got me thinking about something that seems a bit counter-intuitive.
Untold Adventures is a rules light game, but I would not call it a game that's a good game for new gamers. That's a bit confusing, eh? Without a lot of rules, beginners won't get overwhelmed - right? Sure, that's true. But Untold Adventures relies heavily on Referee fiat, descriptive play, and abstraction. Those three skills don't always come easily to new players or Referees. That's because they need time to build their confidence as gamers and trust their instincts.
Part of the reason I love Untold Adventures so much is that it is a game I wrote, first and foremost, for me. I didn't want to do "just another retroclone" for the sake of sales. That's why it's a PWYW PDF and the PoD will be under $10 in softcover. It's a game that I know I can run given my current life. It's low prep, fast-playing, and character creation takes five minutes. I abstracted so much of the game because I trust in my abilities as a Referee and to make a call on the fly.
That comes from thirty years of gaming and over half a decade creating OSR content. The mentality of "Rulings, not Rules" comes to me almost instinctively. I recognize that such a style of play doesn't come easily to new gamers and that many experienced gamers don't care for it. They want a more defined selection of classes, a more concrete gear system, and other things. That's perfectly valid and reasonable. But, it's not the way I prefer to play, so I didn't write Untold Adventures with that in mind.
Another reason to make it as rules light as possible was to make it as easy as humanly possible to drop in other OSR content. Heck, I wrote it with running Small Niche Games' Chronicle of Amherth (originally written for Labyrinth Lord) and Glynn Seal's Midderlands (originally written for Swords & Wizardry Complete) in mind. I could use both settings with no mechanical conversion, or simply by changing all HD to d6. Conversion takes seconds and can be done on the fly. But that comes at the expense of concrete rules, forcing me to rely on my own confidence that I gleaned from experience as a gamer and creator.
I'm not saying this to toot my own horn. I'm simply pointing out that the level of experience of the individual running a game and playing in a game has a huge impact on that game and is a key factor to consider when choosing, designing, or playing a game.
Showing posts with label Amherth. Show all posts
Showing posts with label Amherth. Show all posts
Saturday, August 4, 2018
Tuesday, January 2, 2018
State of the Halfling 2018
2017 has been a helluva a year for me, and not in a good way. I've had some pretty major developments in my personal life that have forced me to sacrifice time previiously spent working on writing. It's not hyperbolic to say that things in 2017 have been life-altering for me, and in most cases not for the better. 2018 came crashing in with a swift kick in the nuts for the ol' halfling, so there's no calm in sight.
So, with that in mind I wanted to give folks an idea of what's on the docket for 2018 when it comes to Barrel Rider Games.
First & Foremost: White Star: Galaxy Edition is still going to be released in Print-on-Demand on both OBS and Lulu in hardcover and softcover formats. We had some large formatting corrections to make based on the first set of proofs received, and are upgrading to premium paper for the OBS release. Sorry for the delay. Those who have purchased the PDF will receive a coupon for a discount reducing the price to equate with the Print + PDF combo.
Cybermancer: Cybermancer is billed as Fantasy Cyberpunk Role-Playing in the Retro-Future, and it is currently being drafted. It's a retro-homage to old school cyberpunk RPGs we all know and love. It's basically the "big" project for 2018.
Other Projects: I have a slew of other products in development, all in different states of conception. These include Saga of the White Box, Heroes of Amherth, Rad Box: Post-Apocalyptic White Box Roleplaying, several small White Box supplements in the style of White Box Omnibus, Compendium, Gothic, and Arcana.
Because of the changes in my life and the new obligations created, I am no longer providing release dates for products. Project goals might be stated, I can't commit to hard release dates at the moment. My current situation no longer allows for committed time to focus on writing and what time I am given could be immediately consumed by this new personal development, and without notice.
Currently, getting the doors closed on White Star: Galaxy Edition is of the utmost importance and is my largest focus. I want to get it done and out there for everyone to enjoy. I'm genuinely proud of it and want folks to enjoy it at their gaming table for years to come.
Here's to hoping 2018 is a bit gentler and softer to the Barrel Rider, but given the way it's started I'd better armor up.
So, with that in mind I wanted to give folks an idea of what's on the docket for 2018 when it comes to Barrel Rider Games.
First & Foremost: White Star: Galaxy Edition is still going to be released in Print-on-Demand on both OBS and Lulu in hardcover and softcover formats. We had some large formatting corrections to make based on the first set of proofs received, and are upgrading to premium paper for the OBS release. Sorry for the delay. Those who have purchased the PDF will receive a coupon for a discount reducing the price to equate with the Print + PDF combo.
Cybermancer: Cybermancer is billed as Fantasy Cyberpunk Role-Playing in the Retro-Future, and it is currently being drafted. It's a retro-homage to old school cyberpunk RPGs we all know and love. It's basically the "big" project for 2018.
Other Projects: I have a slew of other products in development, all in different states of conception. These include Saga of the White Box, Heroes of Amherth, Rad Box: Post-Apocalyptic White Box Roleplaying, several small White Box supplements in the style of White Box Omnibus, Compendium, Gothic, and Arcana.
Because of the changes in my life and the new obligations created, I am no longer providing release dates for products. Project goals might be stated, I can't commit to hard release dates at the moment. My current situation no longer allows for committed time to focus on writing and what time I am given could be immediately consumed by this new personal development, and without notice.
Currently, getting the doors closed on White Star: Galaxy Edition is of the utmost importance and is my largest focus. I want to get it done and out there for everyone to enjoy. I'm genuinely proud of it and want folks to enjoy it at their gaming table for years to come.
Here's to hoping 2018 is a bit gentler and softer to the Barrel Rider, but given the way it's started I'd better armor up.
Wednesday, August 17, 2016
Movers and Shakers: The Living Campaign
I always aspire to run a "living" campaign. No, not those official things like Living Greyhawk or Living Dragonstar from back in the heyday of D&D 3.X, but a persistent world where things continue to happen around the PCs that have little, if anything, to do with them. It helps make the setting feel a bit more alive.
Recently, I've been pondering how to insert some of these living elements into my upcoming Labyrinth Lord campaign. Given that the bulk of the campaign will be based out of Dolmvay, I've got a great urban landscape full of NPCs to work with. So what do I do? I go and make my own. Why? Because apparently I like making work for myself.
So Dolmvay has a city-within-a-city. Valeron, the seat of power for the Church of Law & Order. It's very Vatican City. I thought about having some political trouble brewing within the city. Recently, rumors have begun to spring up that there is a high-end brothel in the city that I'm currently calling "The Garden." This establishment is lead by a madame who is said to be the most charming, intelligent, and beautiful woman in the city. She's also very rich and no one seems to know a damn thing about who she really is or where she came from. I'll call her Eve, for now.
Truth be told, she's a Medusa. But no one knows it because she walks around openly and appears for all intents and purposes to be a graceful courtesan in her late twenties. How does a medusa achieve this? She's wearing a magic ring (or other such item) that projects an illusion over her true form. She and her two sisters recruit woman from across the city. They're well treated, but told only to take on merchants, traders, and the middle class as their clients.
Eve and her sisters - Lilith and Jezebel - are the only ones allowed to take noble clients. Of course they also take clergymen in secret, which is part of why the Church is trying to drive them out. What's more, the Three Maidens (as they're called by the locals) are known for giving large amounts of wealth to the poor and wretched of the city.
The only clue to the Eve's terrible truth is the magnificent statue garden she keeps at the heart of her establishment. But these statues are frozen in poses of ecstasy or grace - not horrified. The Three Maidens are trying to establish a bloodless coup in the city. By keeping in the good graces of the poor (who are often ignored by those with money), they are able to learn the secrets that the ignored and abandoned often overhear. By having those they take into their house serve the middle class they get keep tabs on the economy of the city and its trade deals - both secret and public. By servicing nobles and clergy, the ladies will undoubtedly learn secrets from idol pillow talk.
When the time comes, Eve will strike. Using her gathered secrets and the will of the people, she can sow the seeds of revolt against the church and even potentially convince people that Dolmvay needs new political and religious leadership. She can then install those she controls in positions of power, and eventually overthrow the entire church.
But why? Well, you see according to Greek myth, the original Medusa lived in a foul cave. So I decide that the Three Maidens are actually the last three Meduae in the world and part of a cult which worships the Lady Serpent - an ancient evil goddess . The last temple to the Lady Serpent is in ruins, beneath the sewers of Dolmvay. Why is it there? Because it is said the Lady Serpent slumbers at the base of the Dolm River and when she awakens, she will claim those who would cast snakes into the sea. They shall be taken into her maw, and devoured forever - leaving only those loyal to her. And the serpents shall rule the world, as they once did before the coming of Man.
No blood shed. No massive combat. Just rumors, news, and hints of political strife threading through the campaign. Now, if my players start pulling on that thread things will get interesting, but in the mean time they can come and go freely from the city as they adventure across the land. Meanwhile, the city of Dolmvay becomes wrapped ever-tighter in the serpent's coil.
Recently, I've been pondering how to insert some of these living elements into my upcoming Labyrinth Lord campaign. Given that the bulk of the campaign will be based out of Dolmvay, I've got a great urban landscape full of NPCs to work with. So what do I do? I go and make my own. Why? Because apparently I like making work for myself.
So Dolmvay has a city-within-a-city. Valeron, the seat of power for the Church of Law & Order. It's very Vatican City. I thought about having some political trouble brewing within the city. Recently, rumors have begun to spring up that there is a high-end brothel in the city that I'm currently calling "The Garden." This establishment is lead by a madame who is said to be the most charming, intelligent, and beautiful woman in the city. She's also very rich and no one seems to know a damn thing about who she really is or where she came from. I'll call her Eve, for now.
Truth be told, she's a Medusa. But no one knows it because she walks around openly and appears for all intents and purposes to be a graceful courtesan in her late twenties. How does a medusa achieve this? She's wearing a magic ring (or other such item) that projects an illusion over her true form. She and her two sisters recruit woman from across the city. They're well treated, but told only to take on merchants, traders, and the middle class as their clients.
Eve and her sisters - Lilith and Jezebel - are the only ones allowed to take noble clients. Of course they also take clergymen in secret, which is part of why the Church is trying to drive them out. What's more, the Three Maidens (as they're called by the locals) are known for giving large amounts of wealth to the poor and wretched of the city.
The only clue to the Eve's terrible truth is the magnificent statue garden she keeps at the heart of her establishment. But these statues are frozen in poses of ecstasy or grace - not horrified. The Three Maidens are trying to establish a bloodless coup in the city. By keeping in the good graces of the poor (who are often ignored by those with money), they are able to learn the secrets that the ignored and abandoned often overhear. By having those they take into their house serve the middle class they get keep tabs on the economy of the city and its trade deals - both secret and public. By servicing nobles and clergy, the ladies will undoubtedly learn secrets from idol pillow talk.
When the time comes, Eve will strike. Using her gathered secrets and the will of the people, she can sow the seeds of revolt against the church and even potentially convince people that Dolmvay needs new political and religious leadership. She can then install those she controls in positions of power, and eventually overthrow the entire church.
But why? Well, you see according to Greek myth, the original Medusa lived in a foul cave. So I decide that the Three Maidens are actually the last three Meduae in the world and part of a cult which worships the Lady Serpent - an ancient evil goddess . The last temple to the Lady Serpent is in ruins, beneath the sewers of Dolmvay. Why is it there? Because it is said the Lady Serpent slumbers at the base of the Dolm River and when she awakens, she will claim those who would cast snakes into the sea. They shall be taken into her maw, and devoured forever - leaving only those loyal to her. And the serpents shall rule the world, as they once did before the coming of Man.
No blood shed. No massive combat. Just rumors, news, and hints of political strife threading through the campaign. Now, if my players start pulling on that thread things will get interesting, but in the mean time they can come and go freely from the city as they adventure across the land. Meanwhile, the city of Dolmvay becomes wrapped ever-tighter in the serpent's coil.
Saturday, August 13, 2016
Back to Basics
Whenever I start running a campaign, I inevitably begin planning the next campaign I'm going to run. I think given my previous post, it's time to dip back into Labyrinth Lord after being away from the game for several years.
I've dusted off my plethora of old LL modules - Larm, Dolm River, Fortress of the Mountain King, Return of the Mountain King, The Shrine of Saint Aleena, Bad Moon Rising, Stealer of Children, Inn of Lost Heroes, and (of course) Barrowmaze. I'm going to be setting in in Amherth, using +Pete Spahn's Chronicles of Amherth, Guidebook to the City of Dolmvay, and Guidebook to the Duchy of Valnwall. I figure that'll give me more than enough material for a campaign to last quite a bit of time.
After long debate with myself, I'm going to use the Advanced Edition Companion, except I'm going to keep race-as-class - I feel that this reflects the unique and frankly inhuman nature of non-human characters. I also plan on keeping standard LL's basic ability score modifiers, with one exception noted below. Like any good DM, I'm going to be tinkering with the rules.
I'm going to implement the following changes:
Elves may choose at first level whether to be Wood Elves or High Elves. High Elves function exactly as written in the Labyrinth Lord rules. Wood Elves cast spells from the Druid Spell list, are prohibited from wearing any armor heavier than Studded Leather, with the exception of Elfin Chain. Wood Elves may also remain hidden in wilderness environments on a 1-5 on 1d6.
I don't recall any of the Amherth books making mention of the Illusionist class from the AEC. Also, there's no Bard in LL. I'm addressing both these things in one fell swoop. Illusionists, in my campaign, are typically "peasant magicians," and regarded with a touch of contempt by traditional Magic-Users. They learn spells by sharing information with one another, through study and travel. Because of their curiosity, Illusionists can use the Bard-like "Legend Lore" ability to know local legends or the history (though not necessarily the specific magical properties) of a magic item. I'll start this ability at 15%, increasing it by +4% per level.
Thieves receive +5% to all thief skills per +1 modifier of their Dexterity - with the exception of Hear Noise, which has no modifier. This should help increase the longevity of the typically fragile class.
Characters will be created by rolling 4d6, dropping the lowest die and adding the remainder. Distribute as my players want. Everyone gets 3d6 x 10 for Starting Gold. I'll also have each of them select a Secondary Skill from the AEC.
Now, as far as what I'll run - my basic premise is that all of the characters have either arrived in, or are local residents of Larm. They're on their way to Dolmvay to join the Adventurer's Guild. I can run Larm and Dolm River to get them to the city of Dolmvay. From there, I've got all manner of options. The Church of Law and Order can ask them to investigate the Shrine of St. Aleena, or they might hear rumors of a swampy territory on the edge of the Ghoul Lands where I'll place Barrowmaze.
Some good, old-fashioned, simple RPGing. The only question remains - should I run it for my local group, or do it as a Roll20 game?
I've dusted off my plethora of old LL modules - Larm, Dolm River, Fortress of the Mountain King, Return of the Mountain King, The Shrine of Saint Aleena, Bad Moon Rising, Stealer of Children, Inn of Lost Heroes, and (of course) Barrowmaze. I'm going to be setting in in Amherth, using +Pete Spahn's Chronicles of Amherth, Guidebook to the City of Dolmvay, and Guidebook to the Duchy of Valnwall. I figure that'll give me more than enough material for a campaign to last quite a bit of time.
After long debate with myself, I'm going to use the Advanced Edition Companion, except I'm going to keep race-as-class - I feel that this reflects the unique and frankly inhuman nature of non-human characters. I also plan on keeping standard LL's basic ability score modifiers, with one exception noted below. Like any good DM, I'm going to be tinkering with the rules.
I'm going to implement the following changes:
Elves may choose at first level whether to be Wood Elves or High Elves. High Elves function exactly as written in the Labyrinth Lord rules. Wood Elves cast spells from the Druid Spell list, are prohibited from wearing any armor heavier than Studded Leather, with the exception of Elfin Chain. Wood Elves may also remain hidden in wilderness environments on a 1-5 on 1d6.
I don't recall any of the Amherth books making mention of the Illusionist class from the AEC. Also, there's no Bard in LL. I'm addressing both these things in one fell swoop. Illusionists, in my campaign, are typically "peasant magicians," and regarded with a touch of contempt by traditional Magic-Users. They learn spells by sharing information with one another, through study and travel. Because of their curiosity, Illusionists can use the Bard-like "Legend Lore" ability to know local legends or the history (though not necessarily the specific magical properties) of a magic item. I'll start this ability at 15%, increasing it by +4% per level.
Thieves receive +5% to all thief skills per +1 modifier of their Dexterity - with the exception of Hear Noise, which has no modifier. This should help increase the longevity of the typically fragile class.
Characters will be created by rolling 4d6, dropping the lowest die and adding the remainder. Distribute as my players want. Everyone gets 3d6 x 10 for Starting Gold. I'll also have each of them select a Secondary Skill from the AEC.
Now, as far as what I'll run - my basic premise is that all of the characters have either arrived in, or are local residents of Larm. They're on their way to Dolmvay to join the Adventurer's Guild. I can run Larm and Dolm River to get them to the city of Dolmvay. From there, I've got all manner of options. The Church of Law and Order can ask them to investigate the Shrine of St. Aleena, or they might hear rumors of a swampy territory on the edge of the Ghoul Lands where I'll place Barrowmaze.
Some good, old-fashioned, simple RPGing. The only question remains - should I run it for my local group, or do it as a Roll20 game?
Sunday, July 19, 2015
PC Classes vs. NPC Classes
So, I'm brainstorming on a Labyrinth Lord campaign and I debated for a long time about whether or not to use the Advanced Edition Companion. I like the additional classes, spells, and magic items - but like to keep things in the race-as-class style of gaming. That got me thinking about using those additional classes as "NPC" classes in the same way they were found in old issues of Dragon. But then I got to think about what it was like to read those NPC classes at the time. I was always like "Aww man, this is awesome - why can't I play it?" We had things like Bounty Hunter, Archer and Arch-Ranger, Duelist and countless others. Why did I have to be a plain ol' fighter when I could be a Bounty Hunter? Where was that fair?
So is it unfair of me to limit my PCs to the seven classes found in the Labyrinth Lord core book, yet have NPCs show up who might be Paladins, Monks, Illusionists, Assassins or others? I'm torn on the issue. I understand both sides, but I'm unsure if I made the right choice in chosing simplicity over extensive options.
So is it unfair of me to limit my PCs to the seven classes found in the Labyrinth Lord core book, yet have NPCs show up who might be Paladins, Monks, Illusionists, Assassins or others? I'm torn on the issue. I understand both sides, but I'm unsure if I made the right choice in chosing simplicity over extensive options.
Friday, July 17, 2015
Old Stomping Grounds
As I come to a close on Class Compendium and White Star is almost complete, I continue to find myself drawn back to fantasy gaming. White Star has dominated the six months of my gaming psyche, and before it I was writing up Swords & Wizardry WhiteBox stuff. Before that everything I'd done had been almost exclusively Labyrinth Lord - and quite a bit of it. Damn near 90 products for the Goblinoid Games classic.
With all the problems I've had with Class Compendium I kept telling myself "I hope I never see another Labyrinth Lord product again." But there's the funny thing - after a few months of focusing on other things I did look at Labyrinth Lord again. I had forgotten my affection for the game that was my introduction to the OSR community. It was like a homecoming for me, if you'll forgive an overly romantic old man.
I don't see too many Labyrinth Lord products being produced by third party publishers these days. My own sales on LL products started to dip. I wondered - is it a dying game or was there always this solid, if not increasing, player-base for the game? I have to admit, sluggish sales on my own products helped turn me on to Swords & Wizardry.
But when I look at my book shelf I see that I have four physical copies of the Labyrinth Lord: Hardcover, softcover, Braun softcover, and a PDF that's been printed and sheet-protected in a binder. I've got two copies of the Advanced Edition Companion, along with a plethora of supplements. Dolmvay, Lesserton & Mor, Amherth, Realms of Crawling Chaos, Barrowmaze, Larm, , and many others. That's a lot of money to invest in a game that one claims to "hope I never see again."
I'm finding my scouting around RPGNow looking for Labyrinth Lord products I may have missed over the years and for the first time in a bit I'm really excited at the prospect of playing Labyrinth Lord. I guess I need to remember never say never.
Monday, July 7, 2014
Review: Guidebook to the City of Dolmvay
This review has been a long time coming and my apologies for the delay. Real life responsibilities have been taking up a frighteningly large portion of my time, so I beg your pardon in this matter. Today's review is also on a huge product: Small Niche Games' Guidebook to the City of Dolmvay. This book was funded through a Kickstarter a few months back and in hindsight, I wish I had thrown a few dollars at Mr. Spahn's endeavor because the product is clearly a labor of love. Also, it's a mammoth book, clocking in at 223 pages. The cover is color while the interior is filled with black and white line art that's evokes that old school feel. This book feels like something you'd find on the shelf of the local comic shop back in '83, and that's a good thing in my humble opinion.
The city is the great metropolis of the world of Amherth, Small Niche Games' iconic setting. Think Waterdeep of Forgotten Realms fame or Palanthas from the world of Dragonlance. At least that's the vibe I got when reading through the material.
Before Spahn even gets to actually detailing the setting material, he goes out of his way to thank his Kickstarter supporters. In addition, he goes out of his way to state that the vast majority of the material found in Dolmvay is open gaming content. That means authors are free to take most of the material found and make it their own, both personally and professionally. He simply asks that publishers wishing to produce commercial material based on Dolmvay respect some of the aspects of the world of Amherth that make it unique. In short, Spahn is inviting all the tiny OSR publishers out there to come play in his sandbox. This, combined with thanking his Kickstarter supporters in the first pages of the book gives the author a sense of humility. He seems like just another guy in the table and that gives the whole book a sense of approachability.
The Guidebook to the City of Dolmvay seems built specific for the purpose of adventuring. It's not a static location you watch. It's a city where adventurers show up and change it forever. To this end, Spahn begins by briefly introducing the reader to the major groups that are the movers and shakers of the city.
The first of these is the Adventurer's Guild. Now, I have to admit, I've seen the idea of an Adventurer's Guild in other settings and frankly I've never liked it. It felt like a ham-fisted attempt to shoehorn characters into adventures. It never felt integrated into the setting - simply tacked on to give the DM an easy hook to hang their plots. Spahn avoids this by immediately integrating the Adventurer's Guild into the functionality of the city. In a massive urban environment such as Dolmvay, the city watch will actually hire out members of the Adventurer's Guild to bolster their numbers or tackle crime beyond their ability. This, to me, showed an integration. The Adventurer's Guild isn't just "there," they're a part of the city and how it operates. It gave the organization an organic feel.
The Church of Law and Order feels like the cornerstone upon which Dolmvay was built. They're a powerhouse in the city and at least as powerful as the nobility or royalty of the city. Spahn doesn't hesitate to remind the reader that the church is filled with people and people aren't always good and noble as the religion they follow. The Church is a complex beast and very politically motivated. It's definitely reminiscent of the late European or early Renaissance Catholic Church.
The Guilds of Dolmvay are similarly portrayed as a complex collection politicos who have become economically powerful enough to begin muscling in on the way the city functions. This, combined with a bit of info on the Noble Houses, the economics of the city, the upstart merchant princes and the royalty creates a political web of intrigue that allows you to add a kind of Machiavellian Game of Thrones element if you want to break up the dungeon crawls. Also, this gives player characters something to do when they hit name level and start wanting to build strongholds and gather followers.
We get a few pages on the history of Dolmvay, but it's not some endless dissertation. The author seems very clear that the setting is meant to be "in the now," as it were and that while Dolmvay didn't spring from the ground whole and full that what truly matters is the present day and the player characters.
Following the history is a brief overview of how the laws in the City of Dolmvay function, particularly crimes and their punishments. I have to admit the punishments seemed draconian, but realistic and seemed that some of the harsher punishments might help prevent more aggressively minded PCs from running rampant across the city. Rules for indentured servitude and trial by combat were particularly interesting.
The Dolmvay currency is given a few paragraphs, which continue to show how the Xannen Empire continues to permeate the world of Amherth, even to this day. The holidays and calendar year are given and they are dominated by Saints Days of the Church of Law and Order that are parallels to many modern holidays of the real world. At first I didn't like how much of the material in Dolmvay is a slightly altered or changed aspect of the real world, but it grew on me and I realized that it makes it feel more approachable to new gamers. After all, Middle-earth uses the modern calendar, doesn't it?
Finally, we get to the real meat of the Guidebook to the City of Dolmvay: The people. A city is defined by its citizens, and Dolmvay has no lack of those. You get all kinds of wonderful details. Rumor tables, styles of dress, traditional greetings, body language and gestures common amongst the citizenry, common phrases (including insults, of course!) - these are the pages when the city really seems to finally come alive.
Now that the city has its people, we need to know where and how they go about their business. Dolmvay continues to come alive right off the page in this section. The city itself is divided into two huge wards, separated by the Dolm River which cuts through the heart of the city. Each of these wards has numerous districts and each district is given extensive information. Countless locations and NPCs are provided, along with general details on often overlooked details like whether or not parts of the city are lit at night to water and sanitation. The amount of information given in these pages really makes Dolmvay feel like a genuine, lived-in city. It reminds me of Skullport, Undermountain and City of Splendors and Volo's Guide to Waterdeep, all wrapped into one. The amount of material presented here is enough for several campaigns worth of adventure.
Next we get a break down of different factions within the city and some stock NPCs associated with them. From military organizations to demi-human activist groups to religious cults, Dolmvay is definitely a diverse place with a great many groups each out for their own ends. Then we get several pages of different businesses that operate in the city. Mo specific details are given on individual business are given, only the types of businesses that operate within the city. This is done, I believe, to allow the referee to customize things to suit their individual campaigns.
Now, what does get a little more detail are the inns and taverns of Dolmvay. Spahn goes into the average price of food, drink and lodging in the city as well as providing some local culinary delights and favorite beverages. These kinds of little touches are what keep the city alive and vibrant. It's generic enough to easily fit into almost any campaign, but unique enough to feel real. The reader is provided with a dozen example inns and then is left to fill in the rest of the city as they see fit to the needs of their own group.
And what's an old school supplement without a few random encounter tables? There is one generic random encounter table that can easily be used at any location in Dolmvay, or there are several tied to specific wards and districts through out the city. This gives the referee a certain level of flexibility with the dice without being too repetitive.
Next we get a bestiary, which is no surprise. (And yes, alligators do live in sewer). A few unique takes on some classic creatures are given, which is to be expected. What isn't expected (but should haven been, since I've read Chronicles of Amherth), is some of the new flora. I have to say this kind of thing always makes me smile. Plants are so often ignored in fantasy role-playing games, particularly their effects on people - and herbalism was such a vibrant part of life in those days.
We come now to the Appendices. The first of these is the Valenon, which is a kind of City-State within the city of Dolmvay. Think the Vatican for the Church of Law and Order and you're on the right path. It gives fewer details on how that city state is set out geographically and instead provides a great amount of detail on the Church of Law and Order. From the hierarchy of the church to some of their specific beliefs, I really enjoyed this section because it gave a great amount of detail while still showing the church as an organization of people - and people can be foul or fair, just or corrupt, compassionate or cruel - especially those in places of spiritual power.
The next organization that gets a wonderfully detailed write-up is the Adventurer's Guild. As previously stated, I'm not normally a big fan of these types of guilds in fantasy role-playing. However, the write-up here makes sense and to be frank it just feels so cool. A detailed overview of how the guild functions, different positions and factions within the guild, its services and expectations for members and even a complete map of the guild hall. Being part of the Adventurer's Guild just seems like it would be just plain fun.
And what would a great metropolis be without sewers filled with all kinds of nefarious monsters? Well, I can tell you that city wouldn't be Dolmvay. A collection of stock encounters, maps which can be arranged to create unique dungeons and a few nasty surprises for your players a referee can find quite a few options to keep their players entertained (or entombed) for quite a few adventures.
In the closing pages of Guidebook, we find some quick-creation rules for NPCs. Names, mannerisms, appearance, personality - it's all covered. What's especially clever is there are rules for actually playing 0th level PCs and what it takes to bring them up to 1st level. I love this kind of stuff, as it really gives early players a sense of accomplishment when they "earn" their class. This combined with some random treasure charts to help referees quickly determine what characters might find in someone's home within the city,
The last pages detail the limits of the shared world aspect of Guidebook to the City of Dolmvay, which are few. Pete Spahn is being very generous with his material here, inviting everyone to come play with his toys.
I seem to have to forgotten Tim Hartin's amazing city map. Like the rest of the supplement, it evokes that magnificent old-school feel and really gives you a sense of the city.
So, at 223 pages, is Guidebook to the City of Dolmvay worth getting? Well, considering the price point is "Pay What You Want," I'd say a resounding yes. After reading the PDF, I immediately plunked down the $20 for the physical hardcover and I don't regret it for a second. If you're trying to save a few bucks, but still want a physical copy there is also a softcover available for $13.00. This book is absolutely, 100% worth it. The physical hardcover is great production quality with a sturdy gloss hardcover and thick pages. Also the Special Edition/Hardcover includes the adventure Oak Grove Whispers, which I haven't yet read - but still, a free module is a free module.
So, in short, Small Niche Games has outdone itself with Guidebook to the City of Dolmvay. I'm looking forward to the Guidebook to the Duchy of Valnwall, which is hinted at within the pages of Dolmvay. But SNG has set the bar high, and the only flaw with this book is that I'm not sure they can out do themselves when the time comes for the next Amherth supplement. You can pick up Guidebook to the City of Dolmvay in whatever format you want on RPGNow.
The city is the great metropolis of the world of Amherth, Small Niche Games' iconic setting. Think Waterdeep of Forgotten Realms fame or Palanthas from the world of Dragonlance. At least that's the vibe I got when reading through the material.
Before Spahn even gets to actually detailing the setting material, he goes out of his way to thank his Kickstarter supporters. In addition, he goes out of his way to state that the vast majority of the material found in Dolmvay is open gaming content. That means authors are free to take most of the material found and make it their own, both personally and professionally. He simply asks that publishers wishing to produce commercial material based on Dolmvay respect some of the aspects of the world of Amherth that make it unique. In short, Spahn is inviting all the tiny OSR publishers out there to come play in his sandbox. This, combined with thanking his Kickstarter supporters in the first pages of the book gives the author a sense of humility. He seems like just another guy in the table and that gives the whole book a sense of approachability.
The Guidebook to the City of Dolmvay seems built specific for the purpose of adventuring. It's not a static location you watch. It's a city where adventurers show up and change it forever. To this end, Spahn begins by briefly introducing the reader to the major groups that are the movers and shakers of the city.
The first of these is the Adventurer's Guild. Now, I have to admit, I've seen the idea of an Adventurer's Guild in other settings and frankly I've never liked it. It felt like a ham-fisted attempt to shoehorn characters into adventures. It never felt integrated into the setting - simply tacked on to give the DM an easy hook to hang their plots. Spahn avoids this by immediately integrating the Adventurer's Guild into the functionality of the city. In a massive urban environment such as Dolmvay, the city watch will actually hire out members of the Adventurer's Guild to bolster their numbers or tackle crime beyond their ability. This, to me, showed an integration. The Adventurer's Guild isn't just "there," they're a part of the city and how it operates. It gave the organization an organic feel.
The Church of Law and Order feels like the cornerstone upon which Dolmvay was built. They're a powerhouse in the city and at least as powerful as the nobility or royalty of the city. Spahn doesn't hesitate to remind the reader that the church is filled with people and people aren't always good and noble as the religion they follow. The Church is a complex beast and very politically motivated. It's definitely reminiscent of the late European or early Renaissance Catholic Church.
The Guilds of Dolmvay are similarly portrayed as a complex collection politicos who have become economically powerful enough to begin muscling in on the way the city functions. This, combined with a bit of info on the Noble Houses, the economics of the city, the upstart merchant princes and the royalty creates a political web of intrigue that allows you to add a kind of Machiavellian Game of Thrones element if you want to break up the dungeon crawls. Also, this gives player characters something to do when they hit name level and start wanting to build strongholds and gather followers.
We get a few pages on the history of Dolmvay, but it's not some endless dissertation. The author seems very clear that the setting is meant to be "in the now," as it were and that while Dolmvay didn't spring from the ground whole and full that what truly matters is the present day and the player characters.
Following the history is a brief overview of how the laws in the City of Dolmvay function, particularly crimes and their punishments. I have to admit the punishments seemed draconian, but realistic and seemed that some of the harsher punishments might help prevent more aggressively minded PCs from running rampant across the city. Rules for indentured servitude and trial by combat were particularly interesting.
The Dolmvay currency is given a few paragraphs, which continue to show how the Xannen Empire continues to permeate the world of Amherth, even to this day. The holidays and calendar year are given and they are dominated by Saints Days of the Church of Law and Order that are parallels to many modern holidays of the real world. At first I didn't like how much of the material in Dolmvay is a slightly altered or changed aspect of the real world, but it grew on me and I realized that it makes it feel more approachable to new gamers. After all, Middle-earth uses the modern calendar, doesn't it?
Finally, we get to the real meat of the Guidebook to the City of Dolmvay: The people. A city is defined by its citizens, and Dolmvay has no lack of those. You get all kinds of wonderful details. Rumor tables, styles of dress, traditional greetings, body language and gestures common amongst the citizenry, common phrases (including insults, of course!) - these are the pages when the city really seems to finally come alive.
Now that the city has its people, we need to know where and how they go about their business. Dolmvay continues to come alive right off the page in this section. The city itself is divided into two huge wards, separated by the Dolm River which cuts through the heart of the city. Each of these wards has numerous districts and each district is given extensive information. Countless locations and NPCs are provided, along with general details on often overlooked details like whether or not parts of the city are lit at night to water and sanitation. The amount of information given in these pages really makes Dolmvay feel like a genuine, lived-in city. It reminds me of Skullport, Undermountain and City of Splendors and Volo's Guide to Waterdeep, all wrapped into one. The amount of material presented here is enough for several campaigns worth of adventure.
Next we get a break down of different factions within the city and some stock NPCs associated with them. From military organizations to demi-human activist groups to religious cults, Dolmvay is definitely a diverse place with a great many groups each out for their own ends. Then we get several pages of different businesses that operate in the city. Mo specific details are given on individual business are given, only the types of businesses that operate within the city. This is done, I believe, to allow the referee to customize things to suit their individual campaigns.
Now, what does get a little more detail are the inns and taverns of Dolmvay. Spahn goes into the average price of food, drink and lodging in the city as well as providing some local culinary delights and favorite beverages. These kinds of little touches are what keep the city alive and vibrant. It's generic enough to easily fit into almost any campaign, but unique enough to feel real. The reader is provided with a dozen example inns and then is left to fill in the rest of the city as they see fit to the needs of their own group.
And what's an old school supplement without a few random encounter tables? There is one generic random encounter table that can easily be used at any location in Dolmvay, or there are several tied to specific wards and districts through out the city. This gives the referee a certain level of flexibility with the dice without being too repetitive.
Next we get a bestiary, which is no surprise. (And yes, alligators do live in sewer). A few unique takes on some classic creatures are given, which is to be expected. What isn't expected (but should haven been, since I've read Chronicles of Amherth), is some of the new flora. I have to say this kind of thing always makes me smile. Plants are so often ignored in fantasy role-playing games, particularly their effects on people - and herbalism was such a vibrant part of life in those days.
We come now to the Appendices. The first of these is the Valenon, which is a kind of City-State within the city of Dolmvay. Think the Vatican for the Church of Law and Order and you're on the right path. It gives fewer details on how that city state is set out geographically and instead provides a great amount of detail on the Church of Law and Order. From the hierarchy of the church to some of their specific beliefs, I really enjoyed this section because it gave a great amount of detail while still showing the church as an organization of people - and people can be foul or fair, just or corrupt, compassionate or cruel - especially those in places of spiritual power.
The next organization that gets a wonderfully detailed write-up is the Adventurer's Guild. As previously stated, I'm not normally a big fan of these types of guilds in fantasy role-playing. However, the write-up here makes sense and to be frank it just feels so cool. A detailed overview of how the guild functions, different positions and factions within the guild, its services and expectations for members and even a complete map of the guild hall. Being part of the Adventurer's Guild just seems like it would be just plain fun.
And what would a great metropolis be without sewers filled with all kinds of nefarious monsters? Well, I can tell you that city wouldn't be Dolmvay. A collection of stock encounters, maps which can be arranged to create unique dungeons and a few nasty surprises for your players a referee can find quite a few options to keep their players entertained (or entombed) for quite a few adventures.
In the closing pages of Guidebook, we find some quick-creation rules for NPCs. Names, mannerisms, appearance, personality - it's all covered. What's especially clever is there are rules for actually playing 0th level PCs and what it takes to bring them up to 1st level. I love this kind of stuff, as it really gives early players a sense of accomplishment when they "earn" their class. This combined with some random treasure charts to help referees quickly determine what characters might find in someone's home within the city,
The last pages detail the limits of the shared world aspect of Guidebook to the City of Dolmvay, which are few. Pete Spahn is being very generous with his material here, inviting everyone to come play with his toys.
I seem to have to forgotten Tim Hartin's amazing city map. Like the rest of the supplement, it evokes that magnificent old-school feel and really gives you a sense of the city.
So, at 223 pages, is Guidebook to the City of Dolmvay worth getting? Well, considering the price point is "Pay What You Want," I'd say a resounding yes. After reading the PDF, I immediately plunked down the $20 for the physical hardcover and I don't regret it for a second. If you're trying to save a few bucks, but still want a physical copy there is also a softcover available for $13.00. This book is absolutely, 100% worth it. The physical hardcover is great production quality with a sturdy gloss hardcover and thick pages. Also the Special Edition/Hardcover includes the adventure Oak Grove Whispers, which I haven't yet read - but still, a free module is a free module.
So, in short, Small Niche Games has outdone itself with Guidebook to the City of Dolmvay. I'm looking forward to the Guidebook to the Duchy of Valnwall, which is hinted at within the pages of Dolmvay. But SNG has set the bar high, and the only flaw with this book is that I'm not sure they can out do themselves when the time comes for the next Amherth supplement. You can pick up Guidebook to the City of Dolmvay in whatever format you want on RPGNow.
Tuesday, April 22, 2014
Review: Chronicles of Amherth
Chronicles of Amherth is an original campaign setting for Labyrinth Lord written by Peter C. Spahn* and published by Small Niche Games. I have to admit, I was pretty skeptical when I first laid eyes on it. The book is pretty unassuming. The cover is black and white. The layout is simple. The interior art is black and white and there's not a whole lot of it. Still, there weren't many original campaign settings for Labyrinth Lord, so I grabbed the PDF on a whim and let it sit on the digital back shelf.
When I finally got around to Chronicles of Amherth I damn near sent Pete Spahn an apology e-mail. Unassuming does not mean this product lacks quality or content. In 70 pages Chronicles of Amherth remembers things that other campaign settings often forget: the player characters. This setting paints its world in broad strokes, with a rich history that isn't filled with an infinite number of details. There's enough here to get a sense of the gritty fantasy that sets the world's tone - but the information presented is given in a general fashion so that game masters can customize the ideas presented to fit their own group. In many campaign settings (Forgotten Realms, I'm looking at you), there's often so much detail and so many NPCs running around that the players aren't really heroes. Instead hey're reduced to simple participants. Chronicles specifically states that the player characters are the heroes, and that very, very few heroes rise to 9th or higher level. This means that there's a whole lot of world to explore, a whole lot of danger to face, and the future will be forged by the player characters. In short, Spahn may have written it, but its really your world to play with.
The book begins with a brief overview of the tones and themes of the setting. As previously mentioned, Amherth is a gritty, dangerous world. Folks don't become adventurers because it gets them killed. The pre-history of the world is one that has seen the rise and fall of several advanced civilizations. Ruins, ancient magic (and technology, if the game master is so inclined) dot the landscape and few places are safe. The world itself is dotted with signs of what are collectively known as "the Ancients," though in truth this is more a collected remnant of several civilizations that have risen and fallen over the history of this world. Again, Spahn offers hints and ideas instead of stating specifics about these lost societies. The glories of the ancient civilizations could be used to drop in elements of steampunk or sci-fi - as it is stated that these societies had highly, highly advanced technology. Personally, while the text didn't say it, I think it would be cool to give this a kind of Lovecraftian twist. The great thing is that while the text itself allows for this kind of referee creativity to be easily slotted into the setting. The big theme is that the power and technology of "the ancients" is dangerous with a captial Do Not Touch It.
Amherth handles magic in the same way it handles the rest of gaming within the world: it's all about giving the referee tools, not rules. The ability to use magic in the world of Amhreth is inherent. You're either born that way, or you're not. Those who have this gift are called Latents. In this section you find no details on exactly determining if a character is a latent or not, which seems to be to be a storytelling choice. It doesn't necessarily matter what any dice would say - what fits your campaign and gaming style?
The second aspect of magic unique to Amherth is Arcane Bleed, which is just too freakin' cool. I'm going to be using this in every D&D game in the future, regardless of edition. Basically, latents who have not tapped into their magical energy but go out and adventure will sometimes have some of that latent magical energy bleed into objects associated with their deeds. A heroic warrior might find his sword has become magical over time, or a sneaky thief might find his cloak granting him a small bonus to Hide in Shadows. This, to me, evokes Tolkien and Middle-earth. Not because Tolkien has any kind of Arcane Bleed, but because the deeds of an object have an impact on how its perceived by both those who wield it and those who encounter it. I love, love love this idea. It's a great way to create something that's more than just a Sword+1, or even have an item grow in power as the character levels - which helps keep with the low-magic feel of Amherth, but not neglect players of the necessary magic items that allow for high-level survival.
Continuing to facilitate broad ideas that facilitating classic gaming, we move into the section on "The Adventurer's Guild." Now let me begin by saying when I saw this, I thought it was hokey. But in the context of the setting it works. The world is dotted with ancient ruins and different groups of adventurers would certainly benefit from sharing information and having an organization that help them maintain the resources necessary to explore these places. The guild charges a nominal fee and in return they have access to resources of the guild. These are less often magical, but usually academic. This can give characters hints of what a dungeon may hold, so they're not going in blind. In addition, the guild has postings where patrons are looking to hire adventurers. Instant adventure seeds. Finally, and arguably the best part, is the fact that when groups register with the guild they are expected to keep record of their deeds and give their group a name. This kind of touch is perfect fodder for character investment and great role-playing.
Next we get to the world of Amhreth itself. It's got your classic (cliche?) lost history of the great and ancient civilization followed by the rise of a power hungry and genocidal Emperor Xanne. Its implied that he's got exceptional necromatic power and his campaigns of bloody murder are a large reason that demihumans are much less common than humans in the present world. Xanne is murdered on at least three specific occassions, but always rises to new life and vengence the next day. His conquest is pretty much what forges the world into what you have in the present day after almost 500 years of Xanne storming across the world and leaving blood and terror in his wake.
When the author moves on to address the specific cultures of the world he again paints in broad strokes, giving a few pages to define each nation. But in these few pages a real flavor is created, along with a paragraph each defining the general history of the culture, its people, military, geography, along with a few adventure seeds. What I love about the seeds is that they're not your typical "here's how to insert a dungeon in this part of the world." They're each based on the specifics of that culture and as driven by role-playing as by game mechanics, if not more so. Finally, each culture is given a historic comparison to give the reader context. I feel like this was a very smart move on the author's part because in a single paragraph you can turn a reader to real world history and give each nation a tangible tone. However, not all the cultures are purely drawn from history. The Sky Realms of Pax, for example, is a nation of dragon-riding knights who live in floating castles - though when one discovers exactly how they draw dragons into their service, the nobility of these cavaliers might be questionable.
In addition to the nations, you get several unique locations. From the hidden paradise of the Gray Lands to the lightning ravaged Seven Spires Beacon, there are all kinds of fun places to explore.
Amherth is a distinctly human-centric world and the location information reflects that. Each of the demihuman races is given a few paragraphs to describe their place in the world, but that place is marginal at best. Dwarves are caught up in an underground war, the elves have isolated themselves from the rest of the world and halflings are a broken and scattered race. Yes, Amherth is a world ruled by the race of men - but there's an internal logic why.
Once the overview of the world is given, more of the unique aspects of Amherth are given in chapters that define some of the unique flora, monsters and magic items of the world. The flora given here are a surprise, and add a nice touch to the world. Most of the herbs, flowers and trees presented give a kind of minor game effect that can assist (or unexpectedly cause trouble for) traveling adventurers. It just helps create an atmosphere of how wild the world of Amherth really is.
The monster listing is surprisingly extensive. Of special note are the Dark Fiends, or Karthax. These creatures are evil and twisted horrors who may have once been humans or at least humanoids. Its implied that they were once rulers or creators of one of the societies of the Ancients before their own power got out of control. Now they live in darkness and are consumed with evil. They're painted in broad strokes and a clear framework for the enterprising game master to insert any kind of evil monster he might like under their heading, yet they're also a reminder that Amherth is a fallen world with a history of tragedy. Another monster of note is the Ruk, which are clearly meant to be orcish in nature. However, to help foster how pervasive and diverse these tropes of fantasy can be, Spahn decided to define goblins, kobolds and orcs all under the heading of urks - at least statistically speaking. This creates a unique diversity among what would otherwise be a cliche monster and allows the game master to surprise his players when they encounter "just another orc," if they find out that even though it looks like a black-skinned orc, it might in fact have the abilities of a bugbear.
The last major section of the book details magic items. Spahn goes out of his way to make sure all these items of evocative of the setting of Amherth. No simple "+1 weapons." Everything here has a history and was created for a purpose. I absolutely love these items because they never feel like "throw away" items. As a player, I would want to hold on to them because they have depth and a place in the world. Not to mention, some of them are just too cool for school because of what they do - like the Godmap. To be frank, I wish I'd thought of these items in my own campaigns, but Spahn beat me to it.
Chronicles of Amherth closes with a 1-page Appendix that details how monks fit in the world if the referee is allowing them in their campaign. This is a nice touch, but feels a lot like an after thought and less like an endorsement of the class. Frankly, if that's the case, then I agree with the author. I've never felt that monks quite fit in most euro-centric fantasy role-playing, but at least the author makes an effort to give them a place in the world.
So, in closing, I say again that Chronicles of Amherth is an easy book to overlook. It's almost unassuming. It's 77 pages. It's black and white. It doesn't have a whole lot of art. But that's because Chronicles of Amherth isn't truly a campaign setting - it's a campaign framework. Author Peter Spahn gives you a history, a tone and a broad overview for this world and then he encourages you to fill in the rest as you need for your campaign. This is the setting's greatest strength. By encouraging the referee to customize the world, it makes it easier to find a home for that referee and encourages players to carve out a piece of it for themselves. Not to mention, by painting in these broad strokes, it makes it very easy to drop in almost any outside sourcebook seemlessly into an existing campaign. I guess the best way I can describe Chronicles of Amherth is a toolbox as much as a setting. Here's a map, some info, a few new monsters and magic items - now make it your own.
I highly, highly recommend Chronicles of Amherth. It's available at RPGNow. The PDF is 4.95, while the softcover is 9.95. Or, you cut to the chase and get the PDF+Softcover Bundle for 9.95, which I would highly recommend. Even if you never use the setting itself, the book is well worth it just for the monsters, magic items, and flora. Chronicles of Amherth is written by Peter C. Spahn and published by Small Niche Games.
*Reviewer's Note: Peter and I share a last name, and it's not a common one. However, he and I have talked and at best if we are related it's five or six generations back. Just an odd coincidence that two guys with an uncommon last name would end up in such a small industry. We've never actually met, and if we had I'd have hired a Mind Flayer to steal the ideas out of his brain and use them for my own products.
Amherth handles magic in the same way it handles the rest of gaming within the world: it's all about giving the referee tools, not rules. The ability to use magic in the world of Amhreth is inherent. You're either born that way, or you're not. Those who have this gift are called Latents. In this section you find no details on exactly determining if a character is a latent or not, which seems to be to be a storytelling choice. It doesn't necessarily matter what any dice would say - what fits your campaign and gaming style?
The second aspect of magic unique to Amherth is Arcane Bleed, which is just too freakin' cool. I'm going to be using this in every D&D game in the future, regardless of edition. Basically, latents who have not tapped into their magical energy but go out and adventure will sometimes have some of that latent magical energy bleed into objects associated with their deeds. A heroic warrior might find his sword has become magical over time, or a sneaky thief might find his cloak granting him a small bonus to Hide in Shadows. This, to me, evokes Tolkien and Middle-earth. Not because Tolkien has any kind of Arcane Bleed, but because the deeds of an object have an impact on how its perceived by both those who wield it and those who encounter it. I love, love love this idea. It's a great way to create something that's more than just a Sword+1, or even have an item grow in power as the character levels - which helps keep with the low-magic feel of Amherth, but not neglect players of the necessary magic items that allow for high-level survival.
Continuing to facilitate broad ideas that facilitating classic gaming, we move into the section on "The Adventurer's Guild." Now let me begin by saying when I saw this, I thought it was hokey. But in the context of the setting it works. The world is dotted with ancient ruins and different groups of adventurers would certainly benefit from sharing information and having an organization that help them maintain the resources necessary to explore these places. The guild charges a nominal fee and in return they have access to resources of the guild. These are less often magical, but usually academic. This can give characters hints of what a dungeon may hold, so they're not going in blind. In addition, the guild has postings where patrons are looking to hire adventurers. Instant adventure seeds. Finally, and arguably the best part, is the fact that when groups register with the guild they are expected to keep record of their deeds and give their group a name. This kind of touch is perfect fodder for character investment and great role-playing.
Next we get to the world of Amhreth itself. It's got your classic (cliche?) lost history of the great and ancient civilization followed by the rise of a power hungry and genocidal Emperor Xanne. Its implied that he's got exceptional necromatic power and his campaigns of bloody murder are a large reason that demihumans are much less common than humans in the present world. Xanne is murdered on at least three specific occassions, but always rises to new life and vengence the next day. His conquest is pretty much what forges the world into what you have in the present day after almost 500 years of Xanne storming across the world and leaving blood and terror in his wake.
When the author moves on to address the specific cultures of the world he again paints in broad strokes, giving a few pages to define each nation. But in these few pages a real flavor is created, along with a paragraph each defining the general history of the culture, its people, military, geography, along with a few adventure seeds. What I love about the seeds is that they're not your typical "here's how to insert a dungeon in this part of the world." They're each based on the specifics of that culture and as driven by role-playing as by game mechanics, if not more so. Finally, each culture is given a historic comparison to give the reader context. I feel like this was a very smart move on the author's part because in a single paragraph you can turn a reader to real world history and give each nation a tangible tone. However, not all the cultures are purely drawn from history. The Sky Realms of Pax, for example, is a nation of dragon-riding knights who live in floating castles - though when one discovers exactly how they draw dragons into their service, the nobility of these cavaliers might be questionable.
In addition to the nations, you get several unique locations. From the hidden paradise of the Gray Lands to the lightning ravaged Seven Spires Beacon, there are all kinds of fun places to explore.
Amherth is a distinctly human-centric world and the location information reflects that. Each of the demihuman races is given a few paragraphs to describe their place in the world, but that place is marginal at best. Dwarves are caught up in an underground war, the elves have isolated themselves from the rest of the world and halflings are a broken and scattered race. Yes, Amherth is a world ruled by the race of men - but there's an internal logic why.
Once the overview of the world is given, more of the unique aspects of Amherth are given in chapters that define some of the unique flora, monsters and magic items of the world. The flora given here are a surprise, and add a nice touch to the world. Most of the herbs, flowers and trees presented give a kind of minor game effect that can assist (or unexpectedly cause trouble for) traveling adventurers. It just helps create an atmosphere of how wild the world of Amherth really is.
The monster listing is surprisingly extensive. Of special note are the Dark Fiends, or Karthax. These creatures are evil and twisted horrors who may have once been humans or at least humanoids. Its implied that they were once rulers or creators of one of the societies of the Ancients before their own power got out of control. Now they live in darkness and are consumed with evil. They're painted in broad strokes and a clear framework for the enterprising game master to insert any kind of evil monster he might like under their heading, yet they're also a reminder that Amherth is a fallen world with a history of tragedy. Another monster of note is the Ruk, which are clearly meant to be orcish in nature. However, to help foster how pervasive and diverse these tropes of fantasy can be, Spahn decided to define goblins, kobolds and orcs all under the heading of urks - at least statistically speaking. This creates a unique diversity among what would otherwise be a cliche monster and allows the game master to surprise his players when they encounter "just another orc," if they find out that even though it looks like a black-skinned orc, it might in fact have the abilities of a bugbear.
The last major section of the book details magic items. Spahn goes out of his way to make sure all these items of evocative of the setting of Amherth. No simple "+1 weapons." Everything here has a history and was created for a purpose. I absolutely love these items because they never feel like "throw away" items. As a player, I would want to hold on to them because they have depth and a place in the world. Not to mention, some of them are just too cool for school because of what they do - like the Godmap. To be frank, I wish I'd thought of these items in my own campaigns, but Spahn beat me to it.
Chronicles of Amherth closes with a 1-page Appendix that details how monks fit in the world if the referee is allowing them in their campaign. This is a nice touch, but feels a lot like an after thought and less like an endorsement of the class. Frankly, if that's the case, then I agree with the author. I've never felt that monks quite fit in most euro-centric fantasy role-playing, but at least the author makes an effort to give them a place in the world.
So, in closing, I say again that Chronicles of Amherth is an easy book to overlook. It's almost unassuming. It's 77 pages. It's black and white. It doesn't have a whole lot of art. But that's because Chronicles of Amherth isn't truly a campaign setting - it's a campaign framework. Author Peter Spahn gives you a history, a tone and a broad overview for this world and then he encourages you to fill in the rest as you need for your campaign. This is the setting's greatest strength. By encouraging the referee to customize the world, it makes it easier to find a home for that referee and encourages players to carve out a piece of it for themselves. Not to mention, by painting in these broad strokes, it makes it very easy to drop in almost any outside sourcebook seemlessly into an existing campaign. I guess the best way I can describe Chronicles of Amherth is a toolbox as much as a setting. Here's a map, some info, a few new monsters and magic items - now make it your own.
I highly, highly recommend Chronicles of Amherth. It's available at RPGNow. The PDF is 4.95, while the softcover is 9.95. Or, you cut to the chase and get the PDF+Softcover Bundle for 9.95, which I would highly recommend. Even if you never use the setting itself, the book is well worth it just for the monsters, magic items, and flora. Chronicles of Amherth is written by Peter C. Spahn and published by Small Niche Games.
*Reviewer's Note: Peter and I share a last name, and it's not a common one. However, he and I have talked and at best if we are related it's five or six generations back. Just an odd coincidence that two guys with an uncommon last name would end up in such a small industry. We've never actually met, and if we had I'd have hired a Mind Flayer to steal the ideas out of his brain and use them for my own products.
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