today I'm going to take a look at the latest Open Design, in which we get to take a trip to planes both wondrous and wicked:
Dark Roads & Golden Hells
This pdf is
111 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD
and 1 page back cover, leaving a total of 106 pages of content, so let’s take a
look!
Disclaimer: I was a patron of this project, but
didn’t contribute due to time-concerns.
All right
cutter, I see you’re rather clueless about them’s roads, so here’s the chant:
The pdf
kicks off with a rather interesting treatise on the nature of planes, making
the outer planes essentially a foundation spawned from the soul essence of
beings, entwined with an ever-swelling tide of interlapping ideas that
continuously touch, change and expand each other, giving birth to countless, even infinite
multitudes of ideas – to the point where infinity itself is just another idea
betwixt an uncountable legion of concepts and their ever-soaring inhabitants,
seeking for meaning – be it gods, outsiders or mortals. If one were to say so,
even the phenomenon of quantum entanglements could be explained in the magical
context of a planar game and fit within the themes that determine one’s after
life – for as like draws to like, proximity destinies and karmic resonance are
not just abstract concepts here and while numbers are present in many mystic
traditions, it is in the planes that they exhibit their full potential and
significance, just like abstractions and allegories may actually become truth
and quite literal in the planar realms of countless possibilities. Even better,
outsiders, those strange beings (and strange they should be due to their very
nature) in service to a cause or concept, are also given a rather brilliant
introduction, returning the concept of distinct foreignness that soften escapes
DMs to these beings – immortal souls, player in the grandest game, these beings
are different from mortals, even if they once were ones themselves.
In a total
of 10 sample entries, we get a selection of outsider personalities, ideologies
and character traits (not mechanical ones, mind you) that serve as a stellar
gateway for any DM (or a brilliant primer for those characters with
Knowledge(Religion) or (The Planes)) to outsider psychology (lacking a better
term): From immortal chessmasters to cynics and elementals and whisperers,
these write-ups immediately spell out evident truths and serve in a way that
has largely been absent from many products – in just a paltry 2.5 pages, this
pdf returns the “out-“to outsider: They are not us, they do not belong to us
mortals. Granted, Paizo also does a great job regarding their outsiders, but
seeing such an inspiring introduction to basic concepts is nevertheless
awesome. And that was, as mentioned the introduction.
In chapter
2, we are introduced to the variant cosmology that serves as the default for
the highly anticipated Midgard campaign setting, but with the general
design-goal of remaining modular to the extreme and easy to plug and play into
just about every kind of cosmology – from Planescape to the Great Beyond.
Central concepts of the cosmology presented in these pages is a sense of an end
to a cycl –just as once the primal gods were vanquished and banished from the
worlds and planes, so is the fate of the new gods already woven, spinning
towards Ragnarök in the ever-changing eternal game that fate and chance may
play – or not. Generally, the addition of fortune and destiny to the cosmic
forces at play as a dominant construct and concept feel like a very smart move
indeed. The two dominant struggles in the planes Psycohmachia, the feud between
good and evil for mortal souls as well as the eternal fractal dance of law and
chaos are concepts introduced in lovingly unique detail and care. Of course,
conceptual planes those touching upon the prime material plane are also a part
of this chapter, as is an extensive discussion of how alignment traits of
respective planar locations, be they overlaps or planes in their own right. The
conceptual planes deserve special mention: From overlaps like mercy street, the
lane of disguised celestials, to a city in which everything is mad of glyphs,
both inhabitants and everything beyond to the palace where all things lost and
broken go – these locations ooze imagination and creative sparks and may, very
well, spark their own multiverses, campaigns and concepts, as befitting of the
uncounted possibilities inherent in the planes. Better yet, the planes adhering
to the order of elemental indwellings also are featured and come with a rather
staggering array of sample locations – from 999 Luftballoons, inhabited by
intelligent wasps to the forests of valor, where burning, fire-clad celestials
stoke the fires of courage in mortal souls.
Even better
– from the elflands, home to inscrutable beings like the Ljósalfar and similar
mysterious fey to the loom – the planar fabric that connects the grand tapestry
to the far beyond at the edge of conception – both planar frontier, edge of
infinity, liaison to unimaginable things and distortions to the 7 heavens of
the cardinal virtues to the eleven hells as well as the shadow realms, home to
the courts of enigmatic shadow fey and other things strange and unimaginable,
the compelling cosmology of Midgard is concise, expertly presented, stellar in
imaginative quality and missing in no virtue to be expected from such a
sourcebook. Add to that the Underworld, a dark prison of Carcerian dimensions
in which liches and yama-kings decide on reincarnation all sorts of bleakness
and desolate things abound and suffuse that with the staggering amount of
sample locations, each of which could spring-board one, if not a vast array of
campaigns, and we’re in for one of the coolest cosmologies I’ve read since
taking in the original conception of the great wheel and all the derivative
systems that spawned from it. Suffice to say, I consider this cosmology on par
with, depending on your tastes perhaps even better, than Paizo’s and their
version of the great wheel and Golarion’s tradition-infused, yet fresh take on
the old tropes has been so far my favorite one since the inception of
Planescape in second edition. And yes, that does include just about all 3pps
and books like “Beyond countless Doorways” for 3.X.
Oh, but
that’s not all! There also is a chapter that begins, quite titillating with:
“Between”. After the grand overview, we
thus delve into the samples for the strange places that can be found beyond the
boundaries of mortal perception and the first location we’re introduced thusly
is quite literally “Between” - the place
where all those teleportation mishaps and plane shifting accidents alongside
all the lost things, broken and abandoned, end up to form a plane coalesced and defined by a sense of
not-belonging, by a sense of unbelonging and hybridity and the malevolent
intellect of the intangible form that acts as master, creator and abductor –
the Limnus. It should be noted that not
only are the mechanical repercussions of such a plane are covered, but that
magical peculiarities, denizens and adventure seeds are a part of this and all
the entries that follow. Second is the Casino – another place between extremes,
this place could be seen as the nexus between fate and chance, between law and
chaos and is thus also headed dual thrones of law and chaos, this is the place
where kingdoms and yes, even worlds and souls can be won, where fortunes are
squandered and gained and where pachinko and signal noise games await alongside
the options to gamble with the best the planes have to offer – but remember the
ultimate truism of gambling – in the end, the house always wins…
After a
trip to the dangerously joyful casino, we delve into the depths beyond and
visit a particular corner of hell: Evermaw, where all things starve and thirst
and Mordiggian the Hunger God rules beneath jaundiced clouds and even the
mighty Ever River is but a mere trickle: Here, Mordiggian’s spawn, the ghouls
and vampires rule and it is here the erstwhile lieutenant of Orcus has
retreated for now, content with his living ghoul servitors and plotting towards
inscrutable goals, the grand city (though grand may be a misleading moniker)
“Beyond Vultures” offering multiple hooks and a disturbing peculiarity: The
lottery. Worse than in Panem, the lottery brands each person with a 4-digit
number once it has interacted and bought something from a resident –
subsequently, each day means that the number may be drawn. If it is, the city
demands a toll that is to be paid in flesh…
Now, if
you’re looking to buy something truly out of the ordinary, there’s no place but
one –marketplace. Literally THE marketplace among the vast planes, it is here
that just about anything conceivable can be bought and sold – from hope to
classics like Angel’s Tears or even the broken hearts of demons, this city can
probably best be described as the planar consequence of mercantilism beyond
moral boundaries, somewhat akin to a bigger brother to Katapesh and all who
have visited that town in Golarion can probably depict how an escalation of
this concept may look like. Better yet, the creatures provided as sample
denizens include far-out characters like a suave mimic-master spy/sheriff that
serve to add a plethora of style to a given rendition of this trade-hub among
trade-hubs.
Now, the
Plane of Spears is something different altogether – remember that concept of
Valhalla, fighting only to be renewed and fight again? The Plane of Spears is
essentially that, minus the feasting and anything resembling a respite from a
battle neverending. Now, If you think that the place remains in static
conflict, you’d be wrong, though – the battles fought and lost, the places
conquered and sacked actually change the plane towards some inscrutable
destination in the eternal game between destiny and fate. Beyond the bloodshed
and the violence, though, glory, riches and prowess beckon and worst (or best)
of all: Newcomers may easily be doomed by dying to remain here – for all
eternity to wage wars and challenge the armies of gods, demons and things beyond
mortal ken.
Particularly
interesting in its implementation of the concept of the fractal dance would the
be the domain of Rusty Gears – set in Rava’s realm, the perfectly grinding
gears and clockwork-realms work in perfect precision, inevitable roam – but
where’s law, there’s also chaos – fields of rusts, towns constructed on moving
gears and vast junkyards of broken cogs await those eager to find fate’s
destination for them or an opportunity to jam a wrench into at least a part of
the grand machine. Since it’s no secret that I am a huge fan of Mechanus and
its mechanical inhabitants, you can imagine my delight when reading this
particular section. And finally, there’s the Well spring of Life and Radiance:
Here, Potential, essences and minds spring forth is blazing glory and sefirots
to enlightenment await – if you brave their dangers, these literal and
metaphysical paths enable you to gain a unique power (temporarily or
permanently) and gain access to certain planes. Beware, though: For many have
found truths that burnt them and destroyed them. I love this plane for its
clever links to mysticism and metaphorical concepts as well as the dominant
idea of radiance as something amoral and generally considered “good” that can
nevertheless destroy the imperfect mortal as any kind of similarly pure cosmic
revelation, thus somewhat further diluting the bland diametric oppositions that
make gaming often so predictable.
Of course,
there also are some major new pieces of crunch here for your perusal, starting
with 3 new races: From Devas, born of the stuff of raw creation by echoes of
personalities in the plane of radiance, these beings can come with wings,
multiple arms or even bestial or elemental essences. They also are the only
race that could lead to some abuse – I am not and probably will never be
comfortable with playable races that (can) have more than 2 arms and not off
some kind of inherent drawback. The Maxims and Warptouched are two sides of the
same coin – the one touched by law, the other by chaos, with fitting racial
abilities for both – I didn’t have anything to complain about either. Unless
I’ve miscounted, we also get 45 new feats, which is slightly more than I would have wanted, seeing the potential for
feat-inflation. However, even in this section can we find some rather
interesting ones – from a feat that makes you immune to the modification of
memory (think about it – no one but you remembers: What a great plot-device!)
to the new concept of patronage feats that require you to be in service of a
concept, god, deity etc. and clearly marks you, but also provides some nifty
benefit, the section can be called well-made indeed. More than 40 new traits
also draw on the new planes and planar concepts expounded in the beginning and
some of them actually are fun: You could e.g. take “Lucky number”. Roll 1d20 at
the campaign’s beginning – that’s your lucky number and every time you roll it
on a skill-check or atk-roll, you gain a bonus of +1. Neat idea!
Now, it’s
no secret that I LOVE the concept of Incantations (and if you haven’t bought
the Zombie Sky Books yet, go do so now…) and thus, I was rather happy to see 2
new incantations herein – one to stand on the dead man’s bridge and bargain
yourself into the underworld (but not necessarily out…) and oneto pass from the
prime material to the elflands (or the shadowplane, depending on cosmology, I
guess), but only by utilizing a site of tragedy and death. I LOVE these and I
honestly would love for a whole book (100+ pages) of incantations of a similar
quality. And then there are the 18 new spells and oh boy, they are…AWESOME.
Again. Yeah, I know, broken record… But seriously – with the spell
“Slipstream”, you can tag on to other creature’s teleports and come out close
to their destinations. And then there’s “Defensive Paradox”, which is a stellar
spell to negate devastating attacks, but which may change you forever and
replace you with an alternate version, essentially allowing you to change
afflicted character’s personality, Dr.Who-style. Alternately, you could use
your magically enhanced sense of combat geometry to make truly devastating
ricochets and similar supra-genius attacks. Hell yes!
Chapter 5
then deals with advice on gamemastering the infinite planes and if you expect
tried and boring truisms, you’ll be disappointed: Instead you get poignant,
sound advice on how to do it as well as ANOTHER selection of awesome locations
– gateways to the planes, from the feyroads to the 9 Stairways, the house of
infinite doors and the ever river to the road of gateways, we get a neat
selection of traveling ways beyond boring spells that should satisfy all
tastes. Better yet, planar settlements and settlement-modifiers (including
disadvantages), sample fully stated planar settlements, again, with excellent
fluff (and statblocks) are fully detailed. However, in the planar economies-section,
the book once again amps up the coolness: From buying and selling (or loaning)
your body, the purchase of destiny, names, youth and voices and similar
esoteric goods are covered. And there are rules for the archetypical sword, the
flesh of fate-eaters and remnant pearls, remains of squashed planes – all
artifacts, mind you.
The final
chapter details the bestiary and kicks off with new templates: From the Animus,
to the fallen/risen templates to the servants of death (Ankou, CR +1) and the
radiant creatures to those called neverborn, I enjoyed the templates. The first
new creature is the Algorith, an angel of force, pure math, universal physics
and impeccable guards against things that none should know or witness. Fidele
Angels are more benevolent: Born from a love so pure it transcends death, they
retain their memory to guard their mortal lovers. Perhaps against the threats
like the Cambium, which seek to steal the mortal creatures humors – a great
call-back to this pseudo-medical concept, which imho should see more support in
the game. Also rather disturbing, the fate-eaters may unhinge certain abilities
and devour not only a mortal, but also his/her/its abilities, skills and feats.
The idiot-savants of chaos, the headless hundun are creatures of creation and
might seem almost chthonic, though they remain a general brainless benevolence.
We also are introduced to clockwork dogs, rust drakes and eyeball-like
observers, to finally the spinning hags, which could essentially be pictured as
lesser versions of the Norns with some cool additional abilities. All the
creatures herein come with a multitude of signature abilities and the
b/w-artworks are fitting, where provided.
Conclusion:
Editing and
formatting are top-notch, I didn’t notice any significant glitches while
skimming through the pages of this pdf – great to see that the somewhat major
editing glitches that plagued some ODs have been purged from these pages.
Layout adheres to a 2-column standard and is mostly black and white,
accentuated with an elegant gold that should provide a great synthesis between
good looks and printer-friendliness – kudos to layout-artist Marc Radle. The
artworks contained herein are b/w, adhere to a rather nice style and can be
considered top-quality as well. The pdf is also excessively bookmarked.
All right,
I’ll say it straight away: When Dan Voyce, lead designer of Northlands
announced he would head the planar sourcebook for Midgard, I knew that this
would rock in the end. Little did I know how much not only Dan, but also the
patrons understood the peculiarities that make the planes different from the
prime. In no way did this book ever amount to the rehash of a prime material
concept, instead providing not only a strikingly original cosmology, but also
featuring a splendid array of locations and creative ideas that can enhance
your game, even f you already use other cosmologies: The ease of
plug-and-playing any component of this book is beyond belief and in fact, in my
opinion, the crowning achievement: While the content herein could stand alone
as a cosmology, whether Planescape or the Great Beyond are used – all
components retain their usablility without losing their conceptual identity,
thus making this book, at least in my opinion, vastly superior to all
3.X-plane-books. And yes, that does include the otherwise awesome “Beyond
Countless Doorways”. I’ve been waiting
for such a book since Planescape and the only other planar resource I could
mention that somewhat is similar in quality, though different in focus, would
be Paizo’s. Yes. It’s that good – and it’s also intelligent. I only touched
upon all the awesome concepts herein, briefly even and delivered only a
fraction of potential interpretations. This book can enrich any campaign and
even if you don’t want to go planar (yet), I guarantee that the content in this
book and its ideas can influence any campaign in some kind of positive way. And
even the crunch (of which I’m not as big a fan – I can’t see those boring
traits anymore…) has its stellar quality, from the cool patronage feats to the
excellent spells and incantations, we’re in for fun galore. My final verdict,
if my rather lengthy tirade of joy and praise has been no indicator, will be 5
Rudii + seal of approval.
But wait, there's more!
Shadow Planes & Pocket Worlds
This
web-enhancement to "Dark Roads and Golden Hells" is 25 pages long, 1
page front cover, 1 page editorial, 1 page ToC/introduction, 1 page SRD,
leaving 21 pages of content, so let's check this out!
This pdf
kicks off with a controversial domain - Mora, The Children's Table has,
according to the introduction, actually made a patron quit his patronage of the
project. Born from the remains of a celestial mother figure that devoured
instead of nurture. Thus, today the island is haunted by memoriasma, a deadly
mist that might catch you in a perpetual nightmare and the inhabitants are not
better - parasitic vampyric dryads, boogeyman and all things abominable that
may haunt childhoods and be considered darkest possible representations of the
worst fears. Mora is a dark and twisted place, somewhere between fairy tale and
hell, twisted and tainted, vile even, but is it tasteless or particularly explicit? Not in my opinion.
Personally I loved this twisted realm and don't get what's particularly
offending about it, but I guess for some people, the theme of the realm might
hit a bit close to home. Mora is definitely not a place that should be
introduced into a campaign featuring kids, but for mature or adolescent players
and GMs, a vast wealth of twisted imagery can be found here.
After that,
we are get the fluffy story to supplement Rusty Gears, the tale of Arachne and
Charun and after that we get a selection of planar hazards, traps and
afflictions: From Alephs, chaotic motes of planar conjunctions to non-euclidian
angles to flowers that can hasten you, but age you and may enable you to relive
memories, we are in for quite some awesome hazards. Better yet, the Ever River
also gets its hazards, from Phlegethon to Styx and Lethe, Gjoll and Acheron,
the write-ups rock.
6 new planar
diseases and 7 planar drugs and poisons (including Angel's Tears and Lethean
Ale) are also part of the deal, as is something utterly awesome: 7 different
kinds of planar effects - from xaosiana, an insanity inflicted by prolonged
contact with chaotic planes to temporal
distortions between planes - stellar!
We also get
an infinite pit trap, stats for the food of the dead, the fractal shield
ability and the impossible weapon quality to 12 new excellent magic items, this
section of the pdf once again can adhere to the highest standards - from the
egg of the world to faerie food, the items are not only cool, they evoke a
sense of wonder.
The pdf
also provides a bestiary that kicks off with two different templates: The
imaginary friends (CR +2)of those damned on Mora and the She-template for the
dark female masters of the land (CR +2) are included and then there are new
monsters: The CR 12 legendary Arachne, who is on a never-ending quest to
replace Ariadne as the weaver of fate gets her stats, as does the narrator of
the books, Cicerone the Upfallen, a fallen deva bard (CR 19) as well as the
beautiful, deadly angel of revenge, Lady Liliam the Black Avenger (CR 14)
complete the additional information contained herein for the stellar "Dark
Roads and Golden Hells".
Conclusion:
Editing and
formatting are top-notch, I didn't notice any glitches. Layout adheres to the
same beautiful 2-column standard of "Dark Roads & Golden Hells".
The pdf has no bookmarks, which is a pity, but comes with quite an impressive
array of beautiful original b/w-artworks I didn't expect to find here - Kudos!
Let me come
right out and say it: If you only slightly enjoyed "Dark Roads and Golden
Hells", you definitely need this. If you're looking for a smörgåsbord of
planar options to add to your campaign and don't plan to use DR & GH, you may
still want to check this out. Why? Because it's probably the highest quality
content you'll find for such a low
price. This pdf is a stellar example of writing, of crunch-design and
fluff-writing and is completely on par with the main book, which ranks imho among
the best planar sourcebooks ever penned. My final verdict will thus, of course,
be a full 5 stars + endzeitgeist seal of approval.
As always, thank you for reading my ramblings,
Endzeitgeist out.
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