The Village of Briarton

The Village of Briarton is a village setting book written for the D20 System, and suited for use in any fantasy world.

Whether the characters need a place to rest, recuperate and refit for new adventures, the GM needs a starting point for a new campaign, or the players want a detailed locale from which their characters hail, the Village of Briarton is ready to serve.

The Village of Briarton contains everything you need to know about the colorful inhabitants, intriguing history, possible adventures and dark secrets of this seemingly peaceful farming village.

The Village of Briarton contains:

o 48 villagers, from craftsmen to shopkeepers to retired adventurers, including detailed D20 System writeups and backgrounds
o 11 interesting, fully detailed places of business
o 6 brand new spells
o 2 original deities (one good and one evil)
o 2 original domains--Hearth and Pestilence
o 1 deadly new monster
 

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The Village of Briarton is a 48 page softcover d20 sourcebook from Gold Rush Games. It's priced at the remarkably high $14.95. It's also apparently available as a PDF, with stats for the NPCs in the Action! system as well as d20. (I'm curious how they convert things like magic and D&D class features, like a Paladin's horse).

Basically, it details the village of Briarton, which is supposed to be a generic fantasy village. It's a fairly small village, and frankly, is a bit of a dump. It's very very medieval. Generally speaking, my D&D worlds are not medieval, more Roman or Byzantine (at least not having a dark ages mentality causing a deliberate ignorance of people to forget basic things like hygiene and plumbing...or regard them as a tool of the devil).

The NPCs who inhabit Briarton have fairly well detailed backgrounds, which I like, but they don't really have any connection to other people in the village, with two exceptions (There's a cult with 3 members, and there's a love triangle between a barmaid, a half-orc kid, and a cult member). It's almost like they're entries in a book on NPCs, as opposed to the inhabitants of a small village.

Most of the NPCs detailed are fairly normal villagers. There are 10 or so businesses and their owners/operators: Blacksmith, Brewer, Carpenter, Glassblower, Miller, etc. Most of them have d20 stats, but not all. They're all pretty medieval, the only one that seems suited for a fantasy setting is the Curio Shop. (Though the owner is apparently also fairly medieval - at 35, she's a widow and has grown up children.) Similarly, the demographics are like of a medieval village - all human it seems, save the token half-orc (there's also a dwarf in the manor of the lord of the area).

The NPCs who live outside Briarton are somewhat more intersting, and are probably the best part of the book, though perhaps a bit cliched. There's a washed up Paladin, a hermit Wizard, a gruff Ranger, and a friendly Druid. They also all know each other, though apparently they all like each other, which isn't exactly a complex relationship.

There are apparently about 450 people in the greater Briarton area, and about 50 of them are described in some fashion. I think I would have liked more info about the rest of these people, not specifically, as that would be a gigantic book, but vague demographic information.

There also seems to be some things missing. For instance, there doesn't seem to be any sort of police force or military protection, which is rather odd, it apparently being in a frontier region. Briarton's history includes a raid by orcs, so you'd think that they would have learned a lesson. Quite frankly, it seems a rather poorly run place - there doesn't seem to be any sort of civic planning or infrastructure. I have to wonder why these people would come all the way to a frontier to live in a poorly protected dump. (OTOH, people do live in Arkansas...)

Lastly there's some info about the secret cult in Briarton, which isn't terribly scary, and some crunch bits revolving it. Earlier in the book there is also some rules info about the Hearth domain (for clerics). However, it's a bit confusing because one of the spells in it is listed as being 4th level, but the sample cleric that has that domain has it as a 3rd level spell. This spell is also used in the village itself, so clearly it must be a spell that NPC has.

The art is generally pretty good, and there is a lot of it. One odd thing, is that many of the illustrations are sort of androgynous, unless they have facial hair, it can be hard to figure out the sex of the person in the illustration, and thus who the picture is supposed to be of. There's another picture of an one armed woman that is disturbing - not because of her missing arm, but because her head is larger than her body. She looks literally like a bobblehead doll. Very creepy. But other than that, the art is good, excellent in some cases.

There are only 5 maps, 2 outdoor (one showing the region around Briarton and a town map of Briarton) and 3 indoor. To put it bluntly, the outdoor maps are awful. They look like they were put together on a computer in about 10 minutes. They're also very blurry. The one map that has a distance key (not the regional map, where it would have been much more useful) unfortunately is so blurry the numbers can't be read.

The indoor maps, which are for 3 prominant buildings, are much better, quite good actually, but still suffer from some bluriness and from being converted from color to greyscale. (I would hope these are still in color in the PDF...). They're also somewhat small.

While I probably don't sound enthusiastic about it, it's an okay product, it's just not nearly as good as two similar products I've recently gotten (and reviewed - 7 Cities and the Hamlet of Thumble). If you can get it cheap (like trading for the extra copy I have...<g>), it's worth it. It's probably not worth the cover price when you can get similar products that offer more bang for the buck (besides the aforementioned 7 Cities and the Hamlet of Thumble (if you like halflings), there's Shades of Yesterday, Sanctuary for Sov. Stone, and even the co-author's own Unhallowed Halls).

I also really think it's perhaps more suited for something like Ars Magica than the typical D&D setting because of it's medievalness. It just doesn't feel D&D-ish.

But, if you have 7 Cities, don't like halflings, and need another village for your game, Briarton is definitely worth a look. C- (would be higher if the price weren't so steep and the maps were better and the villagers had more interaction)
 

This is my first review . . .

The Village of Briarton is, to me, surprisingly good. I'd never heard of Gold Rush Games,
and they don't make anything else for D&D.

WHAT IS IT?

Briarton is a village setting, meant as a base of operations or a hometown for an adventuring party.

WHAT'S SO GREAT ABOUT IT?

Tone. I run a campaign that's heavy on medieval feel. I'm going for something approaching Tolkien and what
I think Gygax's early Greyhawk campaign might have been like, rather than for "flashier" high magic campaigns
or "trendier" everybody's got spiked leather armor and piercings campaigns. I like Harn World and MERP (Middle
Earth Role Playing game, out of print and never in D20 rules). These are worlds where most people are peasants
or craftsmen serving the peasants, or soldiers protecting them from the wild orcs and worse things of the
borderlands. Places where you don't have to be an ambidextrous drow vampire to be interesting.

Call that what you will -- a "Magical Medieval Society" as Expeditious Retreat calls it, or "Third Edition Feel, First
Edition Rules" as Necromancer and Goodman Games are going for.

Briarton has that feel, similar to what you find in Return to the Temple of Elemental Evil's village of Hommlett,
the Crucible of Freya, Atlas' Seven Cities, or Harn's Trobridge Inn.

But I think Briarton does it better than most. The setting is generic enough to fit in any "Magical Medieval"
campaign -- all you need is a forested hilly frontier region -- and yet thoroughly detailed. I like knowing the
history of the place, and having economics form an integral part of the setting: the tinker comes through to
repair tin and copper goods once every six weeks, the glassblower has once acquired fine sand from a nearby
stream that had residual magic in it, etc. I like that the many of the NPC characters follow "DMG suggestions"
of using physical characteristics to make them instantly memorable for players -- the carpenter is a mute, for
instance.

It's also interesting that this is a thoroughly good-aligned village, but it's not without its problems. For example,
some villagers have accepted the half-orc in their midst; others avoid him because of the conflict between
their personal hatred of orcs and their alignment-based feelings of shame over prejudice. And of course,
there's a bit of evil cult in the making.

WHAT IT'S NOT

It's not an adventure. There are plenty of adventure hooks, but there's not much to fight here.

There's not a lot of "crunchy bits" here, and the new skills present (Fishing and Hunting) don't seem new or
necessary to me. But the hearth and home deity presented fits the feel of the setting just right.

Trancejeremy is right that the maps aren't great.

He's also right that the NPC retired adventurers are not the most original or flashy. In the same way that,
say, Strider the wandering mysterious ranger or Obi-Wan Kenobi the crazy old Hedgewizard out by Dune Sea
are not original . . . personally, I'll go for archetypal characters over half-dragon psionics any day of the week.

BOTTOM LINE

It all depends on what you want. Mainstream D&D seems to have moved on from this sort of product, which
is just not sexy enough for the era of "alternative D&D" like Eberron. But I love it, since it fits exactly with
the kind of stories I want to tell. Old school medieval fantasy "classic rock D&D", with better writing than
most, is what you'll find in Briarton.
 

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