Showing posts with label Books. Show all posts
Showing posts with label Books. Show all posts

Friday, September 2, 2011

Neverwinter Review: The Gem of the North Still Shines

I was really more of a Dragonlance fan back in my high school years, when I was first discovering Advanced Dungeons & Dragons. All of my friends were the ones fawning over Drizzt and Elminster and the rest. I never saw the appeal. I played games they ran set in Faerun, but I’ve still never read any of the novels, despite an earnest attempt. Really, it wasn’t until the third edition of D&D and the Neverwinter Nights PC game arrived that I discovered an interest in the Forgotten Realms. I collected many of the books, and played through all three Nights campaigns, multiple times. So when the Neverwinter Campaign Setting was announced, despite my skepticism about an entire campaign contained within a single city, my curiosity was nevertheless piqued.

It’s made clear from the first page that there is a focused premise to this setting. The city is in chaos. Or doing some teetering very close to it, at least. It’s being torn apart from the inside out, and there are hands on the outside helping it along as well. With the conflict necessary to move any story forward established, the stage is set for the PCs to move in and make their mark. Oh, and that’s been well thought of, too. But I’m getting ahead of myself and the book.

Because this is a somewhat unique beast, the book starts out by giving you a framework to build on. The authors are straightforward in telling you how this campaign setting is different from others, what they believe its strengths are, and how all of that applies to being a Dungeon Master or a player. This is a smart move. While the ideas are not necessarily new, putting them up front to help guide a new player (or someone like me who’s not immediately sure about how to approach a campaign in a city) is a great idea.

Even if you don’t want to spend every game session within the confines of the walls of Neverwinter, there is plenty of room to stretch your PCs legs. Much of what is covered in the Neverwinter Nights video games is covered and updated, here: from Port Llast south to the Mere of Dead Men, from Helm’s Hold east to Old Owl Well. Each of 20 locations apart from Neverwinter proper are given just enough attention to whet the appetite for adventure. The history of the region (especially important to a couple of the factions presented), and specific advice for Dungeon Masters on ways to approach the campaign is included as well.

Some of the juiciest bits in the book, though, are the new options presented for players. Thirteen new themes begin the PC chapter, and I think there’s something to appeal to almost every player here. Each theme is tailored to the setting, giving the characters immediate buy-in to the intrigue and strife going on in and around Neverwinter. The Harpers are finally given some love with their own theme (and a Harper pin!), the Red Wizards make an appearance, and we are given more options for players who wish to play spellscarred PCs. For those who wish some more direct ties to the city, there is a Neverwinter Noble theme, and one for the drow of Bregan D’aerthe. Many of these can fairly easily be re-skinned for use in non-Realms campaigns.

For extra added Realms flavor, the dwarves and elves of Faerun get six variant racial rules to distinguish them from their core rules cousins. Shield dwarves, moon elves, and wood elves are all here. I have to admit here that I’m not really familiar with the Essentials classes, and as such I’m not terribly familiar with warpriest domains but there are four new options in the book: Corellon, Oghma (seems an odd choice, but the god figures prominently in the campaign), Sune, and Torm.

Finally, there is the infamous Bladesinger, making its debut in 4e. It bears a striking similarity to the Swordmage, but some interesting twists distinguish this class. The Bladesinger is a Controller, and has access to typical wizard implements (and can use melee weapons as implements, too). Perhaps my favorite part of the class is its homage to previous editions. There are... tables! Spells learned and prepared! The details from here get a bit tricky, but the short version is that Bladesingers get three At-Will powers, and prepare a selection of Encounter powers as Daily powers. There are also additional class abilities gained as you level up, and both Paragon Path and Epic Destiny features but I’ll let you discover those. Overall, I like it and would love a chance to play one.

The rest of the book from here on is dedicated to running the campaign. There is a full chapter detailing over a dozen factions, their goals, relationships with other groups, and new monsters for each as well. Devils, wererats, and shades, oh my! And that’s just scraping the surface. Aboleths, anyone? Cult of the Dragon? Eladrin reclaimers? Yep, and more.

Oh, and then there’s the Gazetteer. Otherwise known as Chapter 4. Almost 100 pages long, the Gazetteer goes into great detail exploring “present day” Neverwinter. For those who have played the video games, there are some familiar locales: The Moonstone Mask is here, as is Castle Never, and the River and Blacklake Districts. But Neverwinter is a changed city. There are floating islands along the shoreline, now. One of which includes the aforementioned Mask. A huge chasm has torn through a quarter of the city. Two of the three bridges crossing the Neverwinter River have collapsed. Several establishments and locations of interest are given attention here, as well as countless sidebars with adventure hooks and suggested ties to PC themes.

Outside of Neverwinter itself, Helm’s Hold, Neverwinter Wood, and the lost dwarven city of Gauntlgrym await the PCs attention. The Hold harbors plaguechanged victims, while werewolves lurk outside its walls, and dangerous things roam the tunnels and crypts beneath the surface. In the Wood, eladrin work at restoring an ancient empire, Thayans work at nefarious purposes, and a remnant of once-mighty Netheril stirs. Those who find their way to the doors of the legendary dwarf city will find its interior populated by dark creatures, remnants of a once-great civilization, and more. Plenty of things to keep brave PCs busy!

Finally, there is Evernight. If the politics, threats, and pervasive, persistent peril of everyday Neverwinter isn’t enough to sate you, a quick trip to the Shadowfell should fix that problem right quick. Almost a caricature of evil, Evernight is Neverwinter’s reflection in the plane of shadow and death. And it has both in spades. The entire city is populated by undead, some intelligent and others mindless, and many willing and able to bring “food” over from Neverwinter.

I know I said “finally”, but that was before you make the connection between the Red Wizards and Neverwinter. Ten pages are given over to expanding the campaign to include Thay and the conflict between Szass Tam and the Netherese shades. A fine way to grow the game beyond the Heroic tier, which is the primary focus of the campaign.

All in all, it’s very impressive. The focus is tight but leaves room to breathe, the details lay a great foundation, and the new crunchy bits presented look like they’ll be fun to see in use. Oh, and I would be remiss if I did not mention the lovely dual-sided poster-map included at the back! Although I acquired my copy as a benefit of running D&D at Gen Con, the $39.95 MSRP is worth it. While I do have my quibbles (which are more qualitative than quantitative), this is a great book. And, yes, this is just one part of a marketing drive from Wizards of the Coast that includes the Neverwinter video game and novels by R.A. Salvatore, but I’ve already seen some popular D&D bloggers saying they want to start a Neverwinter campaign, and I can’t say that same bug hasn’t bitten me!

Note: All images are owned by Wizards of the Coast and are featured in the Neverwinter Campaign Setting book.

Wednesday, November 10, 2010

Thunderheart's Beginning: Chapter 1

I had originally started a project for National Novel Writing Month (aka NaNoWriMo) but between my work schedule and other hobby activities, I haven't been able to keep up with the hopes of having 50,000 words by the end of November. Not wanting my writing to go in vain (regardless of how good or bad it is), and with the hope to finish the story eventually, I've decided to post it here on the site. Here is the "back of the book":

Set on the continent of Faerûn on the world of Abeir-Toril, apart of the Forgotten Realms, Thunderheart's Beginning is the prequel novel to the Thunderheart Incorporated Dungeons & Dragons campaign I have been running since April of 2009. Progression of the Thunderheart Incorporated campaign can be found here: http://www.ObsidianPortal.com/campaign/Thunderheart-Incorporated





Kron Thunderheart was not always a level-headed dwarven wizard. Before forming his adventuring company based out of Waterdeep and beginning his studies into wizardry, he traveled the world as the second in command of an adventuring group called The Seven. They were a band of seven adventures who fought together against many adversaries. Some called them heroes, others called them villains, but The Seven were known far and wide for their deeds.


Thunderheart's Beginning: Chapter 1

Kron awoke but kept his eyes shut tight. He was not sure what caused him to be pulled from his restful slumber, so he waited, relying on his other senses to search out for a clue. He listened intently between breaths for anything irregular. His patience paid off as he heard the slightest sound of a soft heel across the stone. Whatever had found its way into his sleeping chambers was small, quiet, and was suddenly close enough for Kron to feel its body heat as it radiated onto his arm. He continued his deep, slumbering breaths, not only to fool a potential intruder into thinking Kron was still asleep, but to also allow his nose a chance to find anything out of the ordinary. It was there, the faint hint of salt in the air. He slowly began to smile and started laughing as he quickly turned his head, opened his eyes, and caught his young nephew standing next to the bed. "Oh Uncle Kron! How did you know it was me and not some terrible monster," Bryn asked. "My dearest nephew," he answered between laughs. "What monster would have been busy with those salty finger-paints?"
"I made you a picture to take with you! Look! It is me, and mom, and you with the black beard with braids, and here's my dad with the red beard!" A female dwarf appeared in the doorway wearing a cooking apron and carrying a pot. "Bryn, let your uncle be, he's got a long road ahead of him tomorrow."
"Yes momma," he said as he turned to Kron, laying the finger-painting on the bed and giving him a hug. "I love you uncle, and will see you next time you can visit!"
"Aye lad, that you will."

A few hours later, Kron was headed south, away from the mountain ranges where he was raised as he would head deep into the human lands. His stocky form broke the tree line and was greeted by a passing group of human travelers. “Hail! Am I headed in the right direction? I’m looking for Almraiven down in Calimshan.” One of the more heavily armed men spoke up laughing, “leave it to a dwarf to travel from the Spine of the World to the Shining Sea with nothing more than the sun as his guide!”
“Friend, I do not know you and do not wish you harm, but speak ill of my kind again and your eyes will never take in another view of the Shining Sea,” Kron replied through clenched teeth. Still laughing, the man dismounted his horse and extended his hand in a friendly gesture. “I think I rather like you, friend. The name’s Thoril, Thoril Hawklight, and it just so happens we are headed to Almraiven. Would you care to join us on the journey?” Kron eyed the human, relaxed his jaw a bit, and saw the humor in this situation. Here he was, a dwarf, alone, dirty from hard travel, sticks and leaves matted in his beard, out of his homelands for the first time, headed to a strange city, and standing poised to attack the first group of passerby’s he had happened upon. He let out a great dwarven laugh, took Thoril’s hand, and explained, “You’ll have to excuse my behavior. I’ve been traveling alone for the past week with my guard up. Thank you for the offer of friendship and traveling companionship. I would be honored to travel with one so willing to extend his hand to an angry dwarf! I am Kron Thunderheart and I am beginning to think it is lunch time.”
“It is indeed good to meet you, Kron Thunderheart, and I agree,” Thoril said as he turned towards the others in the caravan. ‘Let’s stop here for a meal and continue on our way. We are only four days out from Almraiven!” Cheers went up around the group at the mention of the end of their journey and Kron wondered where they were coming from and what business they had in Almraiven. These questions, and more, would have to wait until after he had silenced the grumbling in his stomach.

As the remaining dishes were being washed and packed back up for travel, Thoril was introducing Kron to the other members of the caravan. “This is Elkas Gellantara, he is a mighty hunter with his bow and actually put together this small group.” Kron shook Elkas’ hand and asked, “Where is this caravan coming from?” Elkas spoke up and explained the caravan was originally hired to escort an old merchant to see The Librarian. The merchant had come into possession of several ancient texts and had heard The Librarian would pay top dollar for such finds.

The group had escorted the old man through Calim Desert, past Castle Tethyr, across the Cloud Peaks, around the Serpent Hills, through Waterdeep and Silverymoon, to finally reach The Librarian just east of Everlund…all at the promises of a great payout on these books. Once there, The Librarian refused to pay for such poor forgeries and threatened to banish the caravan to another plane of existence for their arrogance and stupidity. Once he calmed down, Thoril was able to talk some sense into him and The Librarian had the old man sent to the Everlund jail. Kron sat on the edge of his seat listening to the story as Elkas told it. He recognized specific landmarks of the various areas described in the story as he too had traveled through Waterdeep and the Cloud Peaks after leaving the Spine of the World. His mind swirled with images of a Wizard standing over the old man and tossing the forged books across the room. These are the same images that had danced in his head over the last few years, urging him to leave the mines where his family had worked for a hundred generations and make something more of himself. Thoril reappeared; Kron was so engrossed in the story that he had not seen him leave. Thoril put his hand on Kron’s shoulder, smiled, and addressed Elkas, “We’re ready to move out. Sorry Kron, the stories will have to wait until nightfall.”

Over the next few days, Kron became good friends with Thoril and Elkas, asking about their various adventures across the land. For the most part they had worked as hired escorts for traveling merchants but by Kron’s reactions one would think they had slain dragons or toppled kingdoms. Out of all their stories, the person he seemed most interested in was The Librarian. Where did he come from? How old was he? Could have really banished the entire caravan to another plane?

Those questions and more were asked even as the group entered the Almraiven city gates. After a quick debriefing dividing of the remaining provisions, the caravan was disbanded and Kron stood on the busy market streets with Thoril and Elkas as his unofficial guides to the pleasures offered within the teeming city. Kron sampled many of the local delicacies as they made their way to a tavern near the docks that Thoril claimed had the best baked sea bass he had ever tasted. As they entered and took a seat, a woman approached Thoril and planted a kiss right on his lips. Kron turned a few shades of red in embarrassment, which caused Elkas to let out a laugh. “Kron, this is my sister Alugwen. She became betrothed to Thoril before we left three weeks ago.”
“It is a pleasure to meet such a fine lass, even one with less whiskers than a dwarven pup!” to which Thoril, Kron, and Elkas laughed heartily as Alugwen sized up the dwarf.
“It seems pups are all that come out of the dwarven lands these days,” she retorted and waved over the nearest server. “A round of drinks for these boys, they’ve traveled long just to get back to me.” The four drank, ate, and talked late into the night. Thoril decided to walk Alugwen home as Elkas helped Kron get setup with a room above the tavern. Elkas smiled and asked, “Kron, over the last few days you have soaked up our mundane stories as if we were great adventurers. I welcome the attention, but not once have you spoken as to why are were headed to Almraiven.” Kron completed his transaction with the tavern owner and stroked his beard thoughtfully. “You see Elkas, I have always wanted to travel, but the dwarves in my family are built for working the rock. Do not misunderstand me, much pleasure is to be gained from the work we do mining and forging great weapons. But after creating a perfect hammer, I can’t help to think of the goblin skulls it would crush or undead it would destroy, all the while I was still just stuck in my hole in the ground. I wanted to get out and see the world, meet the adventurers of the land. It was my time to seek out my own adventures.” Still smiling and doing so more now from the dwarf’s honestly, Elkas continued the line of questioning, “Why Almraiven?” Kron stretched his arms with a great yawn, smiled and answered, “Come tomorrow, I will show you. For now, I’m going to sleep.”



Elkas woke early the next morning interested to see what Kron had in store. He stopped by Thoril’s house on the way to the tavern and explained Kron’s story as was explained the night before. There was something more to this dwarf and the two humans were not about to miss out on an adventure. As they approached the tavern, they spotted Kron standing out on the front step tapping his foot in anticipation of their arrival. “Finally!” he said sarcastically. “Follow me; we’re headed to meet someone I have only heard of in stories from my father. Which way to the 9th dock?” Thoril smiled at the thought of another Thunderheart traipsing across the land much as they had found Kron almost a week ago. Still smiling, pointed in the direction Kron had requested, and the three of them started off down the road. Determined dwarf leading the way, followed by two adventurous humans, excited and filled with enthusiasm for what this day could bring.

Monday, August 30, 2010

From the Bookshelf - Fury in the Wastelands: The Orcs of Tellene

There are many different Dungeons & Dragons campaign settings out there created by other companies besides Wizards of the Coast. Some of these settings are more popular than others and one that gained quite a bit of a following with D&D 3.5 was from Kenzer & Company, the makers of HackMaster, called Kingdoms of Kalamar. What does this have to do with D&D 4E? As my current campaign revolves around a pending war with a huge Orc army, I turned to a book from ages past (2008) titled Fury in the Wastelands: The Orcs of Tellene.



The books...


















Fury in the Wastelands: The Orcs of Tellene
Number of Pages 120
Number of Chapters 11
Number of Appendices 3
Text Layout 2 columns per page
Font Size Smaller than the 4E manuals
Artwork High quality black and white drawings
 
Easily to Readable 8/10
Comprehensible and Well Written 9/10
Use of Images, Headers, and Sidebars 7/10
Overall Rating 8/10

 

The author...


Paul "Wiggy" Wade-Williams is currently listed as the Creative Director of Triple Ace Games and has previously written under many different companies. His biography information from the Triple Ace Games websites says the following:
 
Wiggy is the Creative Director of Triple Ace Games and brings with him over 25 years of roleplaying experience. He's been a published author since 1998 and has written for Atlas Games, Eden Studios, Britannia Games Design, Kenzer & Co., Pinnacle Entertainment Group, and Green Ronin. When Wiggy isn't working he's usually plotting something he can write up later. He's married and lives in the wild north of the UKUK, in the land of little ponies and constant wind.

There is also a more personal interview of him over at Tales from the Savage Troll, dated April 24th, 2010, providing an interesting look into the author's gaming habits, personal life, and other parts of his life.
 

The material...


Fury in the Wastelands: The Orcs of Tellene starts off giving the legend of how Orcs came to be, created by the gods of darkness so long ago "that even the elves and dwarves have no true memory of their creation." It goes on to present a translation of the Codex of Doom detailing a fierce battle between Light and Darkness, ending in a truce between the equally matched foes. "The Gods,those lesser power of Darkness and Light" then began creating and shaping the world of Tellene. The Creator of Strife took characteristics of each of the three Races of Light (Elves, Dwarves, and Humans) to create the most horrid race: Orcs.

Chapter 2 goes on to described the 5 sub-races of Orcs, including their physical and psychological similarities and differences, including each subraces' name in the Orc's own guttural language. This section has become a great aid to me as I prepare my campaign story. I do not want my Orcs to be bland, but want a greater amount of variety much like there is in real-life humankind.



Chapters 3 and 4 cover the social structure and culture of the Orcs. These chapters have been great tomes of knowledge to me as well. The Orc leaders, warriors, casters, workers, servants, and breeders are all described in great detail, allowing for parallel inter-structural hierarchies. Tattoos, medicine, recreation, habitat, and the diet of the Orcs are worked through in detail, which has allowed me to create many different skill challenges, dice checks, and side quests based on the intricacies the Orcish culture.

Chapter 5 is all about warfare. Warfare is the center of my campaign and this chapter gives extremely valuable information about not only the Orc's weapons and armor, but their military organization, tactics, and strategies. A battle lead by an Orc commander is brutal and the attacks are very pointed, contrary to many beliefs. Orcish commanders will have casters and archers targeted first, cavalry is to be fought against from favorable ground, and ground troops are to be swarmed, flanked, weakened at key locations. My favorite section of this chapter goes into details about how the Orcs would setup and execute an ambush with ranged troops above on the rocks and concealed warriors on the ground. These are not your typical beasts only fighting to survive.


Chapter 6 covers the Orc Religion. I read through the chapter and enjoyed the insight but will not be consuming any of the information there for my campaign.

Chapter 7 takes a look at several misconceptions that exist. These were a short, but interesting list of great rumors I plan to spread, sprinkled with truth, to my party through the local townsfolk. My favorite misconception has to do with sunlight:
Everyone claims to know that orcs fear sunlight and are weakened by it, for as a subterranean race they are unused to its glare, similar to drow elves and deep gnomes. Common myth also states that so long as the sun is shining, you will be safe from orcs. Sadly, both statements are, for the most part, incorrect.


Chapter 8 describes the major Orc tribes of Tellene. This chapter details out extremely useful information on not only tribal symbols and land area controlled by each tribe, but includes information on tribal resources, religious biases, their latest raiding targets, and recent events that happened within the tribe. With 14 different tribes represented, the shear amount of information and detail is overly abundant.

Chapter 9 presents 10 sample Orc personalities, what tribes they belong to, their background, appearance, personality, and 3.5 stat block. Many of these are notable and make fine templates for creating unforgettable Orcish friends, foes, and everything in between.



Chapters 10 and 11 include how to create Orc PCs and several interesting adventure hooks. These chapters, although very good reads, did not pertain to my situation as I am not allowing Orc PCs in my game at this time (even then, the powers would need to be adjusted for 4E) and my campaign specifics are already mapped out.

The best and most fun parts of this book to read, from just a reader's standpoint, are the quotes from various adventurers though the book. Each chapter and sub-section starts off with a quote pertaining to the section. My favorite, by far, is in Chapter 2's Brown Orc sub-section:
"In the desert, the line between man and beast is impossible to distinguish. That is what makes the brown orcs so dangerous." - Saryf, Dejy ranger of Thygasha


In conclusion...


This book has proven to be very helpful in my search for Orcish lore, habits, sub-races, and other details not available in the Monster Manuals. As with all things D&D, regardless of the edition being played, any information from any source can make its way into your campaign and ongoing setting. My campaign just happens to be based in The Forgotten Realms, but that does not make the information from the Kingdoms of Kalamar books any more or less relevant. D&D is all about having fun and enjoying time spent with friends while trying to do your worst, as a DM, to those friends' characters.

I've enjoyed reading through the book and will continue to go to it as I'm creating the story and encounters for my current campaign. I highly recommend it if you are looking for a good source book on Orc lore and more detailed information than is available in the Monster Manuals. If you would like more information, I suggest picking up the book from Amazon or Lulu.

 
What other sources have you used or would you suggest for aiding in story and campaign building ouside of the ofical D& D4E manuals?