Messageboard Golem
First Post
By John Grigsby, Staff Reviewer d20 Magazine Rack
Initiative Round
Valus is a Dungeons & Dragons supplement from Different Worlds. This is a 176-page softcover by Ryan Smalley. The cover features a map of the continent by Chuck McCann, with interior maps prepared by Clayton Bunce. Clayton Bunce, Scott Ruggels, Alan McFarlane, and Stefan Poag provide the interior art. Valus retails for $29.99.
Valus (more correctly, The Valus) is a campaign set on an island off the shore of a larger continent. This continent, to which we are introduced only in brief, is part of a much larger world called Ostia Prim. Ostia Prim is unique in that all of its continents are actually the fallen corpses of Dead God-Chidren. The first chapter of Valus introduces us to the region immediately around the island, as well as the calendars used by the world, the languages, and the peoples of the region.
Valus offers all of the standard Player’s Handbook races, though not all are immediately recognizable. Humans fall into one of six ethnic groups, for example, each one with different beliefs, names, characteristics, and languages. Durven are dwarves, of which there are three racial subtypes, and Drel are elves, with six subtypes. Half-orcs, halflings, half-elves (pardadrel) are pretty much standard fare, but pems (gnomes) are changed quite a bit from their Player’s Handbook counterparts. Two new races are also introduced; the roven (half-gnolls, for lack of a better description), and trulls (descendents of troll-human crossbreeds, now a race unto themselves). Changes to the established races are fairly small, but they make sense for the ethnic group in question.
There are no new core classes in Valus, but some of the existing ones are changed slightly. Clerics, for example, may freely mutliclass with any class except paladin or druid. Violating this taboo means the loss of all clerical abilities. Paladins have the most difficult time of all, because of their very nature. They eschew the Risen Gods and believe that only their deity Saficea and her angels are worthy of worship. The lot of a paladin is a harsh life of being hated by those you seek to protect. There is only one new prestige classes to be had in Valus; the covenguard. Covenguards seek to eradicate all extraplanar creatures from the Prime Material.
Valus details seven new feats, most of which are aimed at clerics. Devoted rewards a cleric for his faith, Divine Conduit permits a cleric to channel divine energy, and Sanctify Holy Symbol imbues a cleric’s holy symbol with divine energy. A fourth clerical feat, Favored, helps overcome the campaign-unique effects of deific Suppression. Preceptorship permits a paladin to gain a squire, of sorts, and Haft Strike allows a character to use a polearm to attack creatures within 10 feet. Finally, the Scent feat is identical to the extraordinary ability, but is limited to roven characters.
Valus has a complex and structured religious system which I won’t go into here, except to say that it shows a lot of thought and effort. What it boils down to is that the current deities most commonly worshipped in Ostia Prim are the Risen Gods. Each Risen God has a particular color associated with it and this hue manifests itself in recurring patterns around the sun. The Ostian calendar is based on these occurrences, wherein each god is associated with a particular month. When a particular god’s color manifests around the sun, the god is said to be Ascendent and its followers gain certain divine bonuses. Conversely, every deity suffers a period of suppression, during which their follower’s powers are weakened. There are other beliefs in Ostia Prim, such as the Old Faith, but these are not as widespread.
The Valus itself is very well-detailed, the gazetteer taking up about 35% of the book. Sections of the island are mapped in detail, and plenty of adventure hooks have been provided as well. Also found herein is a chapter that summarizes what makes a Valusian campaign different from a typical fantasy campaign. I was happy to see this as well. Too often, when someone creates a new campaign setting, they go into great detail, but tend to forget that only the DM may actually have the campaign guide and that he or she has to break all of this information down for the players. Valus does that for you, pointing out things that you need to know to get things started.
Two appendices round out the work. The first is an introductory adventure that gives a good feeling of the unique qualities of this campaign. The second appendix introduces some unique items, including weapons, narcotics, and flora of the region.
Critical Hit
One thing that struck me immediately was the thought that went into creating this campaign setting. In my homebrew world, there is no common tongue. Well, technically, there’s trade tongue, but it was intentionally developed as a common language, it did not grow from one. The reason for this is that in our own world, there is no common tongue that everyone shares (even in medieval Europe, on which most fantasy campaigns are at least loosely based). I was pleased to see that Valus shared this opinion and aspect. The lack of a common tongue may make the PCs’ lives harder, but it preserves a degree of realism.
In like fashion, I was delighted to see things like racial epithets in use. Don’t get me wrong. Racism is an ugly thing, but it’s also a fact of life. Whenever you have two or more groups of people in a single region, someone is not going to get along with someone else and is going to find a way to insult them. To the author’s credit, he notes that not all groups will feel comfortable using racial slurs, but they are a part of life and the campaign. As a side note, I loved the racial preference chart that showed how different races felt towards one another. It brought back happy memories from 1st edition.
Critical Fumble
One of the first things that I check, as a reviewer, is the Open Gaming License and declaration of Product Identity. I can’t help it, that’s what I’ve been trained to do. In this case, I just couldn’t find any declaration of Open Gaming Content. I found the OGL and the d20 Trademark usage license, but not a declaration of what is considered to be open content. Either it isn’t there, or I’ve overlooked it. Also, the product that the license itself covers should always be included in Section 15 of the OGL.
There’s nothing that I would specifically pinpoint as being wrong with this volume (outside of the above), but from a personal standpoint, I would like to have seen a little more crunch; maybe a few original monsters, a couple of spells, etc. That’s not to say that there aren’t any original mechanics to be found here, quite the contrary. I’d just like to have seen a little more.
Coup de Grace
Valus makes for a very interesting campaign setting that is certainly worth a look. There are some concepts here that I will probably be lifting for use in my own campaign setting, and even the setting itself is unique and shows a lot of potential. There is relatively little artwork beyond the maps, but what is there is largely of good quality and seems to be placed appropriately. The book is lacking an index, but the table of contents is strong enough to stand on its own in this regard.
My thought is, whether you’re seeking an entirely new setting or just want a few ideas to spice up your own, then you might look at Valus. It stands alone nicely, and the island can even be easily transported almost whole into an existing setting if you prefer. The setting shows an excellent amount of research and thought and Ryan should be rightly proud of himself.
Final Grade: B+
Initiative Round
Valus is a Dungeons & Dragons supplement from Different Worlds. This is a 176-page softcover by Ryan Smalley. The cover features a map of the continent by Chuck McCann, with interior maps prepared by Clayton Bunce. Clayton Bunce, Scott Ruggels, Alan McFarlane, and Stefan Poag provide the interior art. Valus retails for $29.99.
Valus (more correctly, The Valus) is a campaign set on an island off the shore of a larger continent. This continent, to which we are introduced only in brief, is part of a much larger world called Ostia Prim. Ostia Prim is unique in that all of its continents are actually the fallen corpses of Dead God-Chidren. The first chapter of Valus introduces us to the region immediately around the island, as well as the calendars used by the world, the languages, and the peoples of the region.
Valus offers all of the standard Player’s Handbook races, though not all are immediately recognizable. Humans fall into one of six ethnic groups, for example, each one with different beliefs, names, characteristics, and languages. Durven are dwarves, of which there are three racial subtypes, and Drel are elves, with six subtypes. Half-orcs, halflings, half-elves (pardadrel) are pretty much standard fare, but pems (gnomes) are changed quite a bit from their Player’s Handbook counterparts. Two new races are also introduced; the roven (half-gnolls, for lack of a better description), and trulls (descendents of troll-human crossbreeds, now a race unto themselves). Changes to the established races are fairly small, but they make sense for the ethnic group in question.
There are no new core classes in Valus, but some of the existing ones are changed slightly. Clerics, for example, may freely mutliclass with any class except paladin or druid. Violating this taboo means the loss of all clerical abilities. Paladins have the most difficult time of all, because of their very nature. They eschew the Risen Gods and believe that only their deity Saficea and her angels are worthy of worship. The lot of a paladin is a harsh life of being hated by those you seek to protect. There is only one new prestige classes to be had in Valus; the covenguard. Covenguards seek to eradicate all extraplanar creatures from the Prime Material.
Valus details seven new feats, most of which are aimed at clerics. Devoted rewards a cleric for his faith, Divine Conduit permits a cleric to channel divine energy, and Sanctify Holy Symbol imbues a cleric’s holy symbol with divine energy. A fourth clerical feat, Favored, helps overcome the campaign-unique effects of deific Suppression. Preceptorship permits a paladin to gain a squire, of sorts, and Haft Strike allows a character to use a polearm to attack creatures within 10 feet. Finally, the Scent feat is identical to the extraordinary ability, but is limited to roven characters.
Valus has a complex and structured religious system which I won’t go into here, except to say that it shows a lot of thought and effort. What it boils down to is that the current deities most commonly worshipped in Ostia Prim are the Risen Gods. Each Risen God has a particular color associated with it and this hue manifests itself in recurring patterns around the sun. The Ostian calendar is based on these occurrences, wherein each god is associated with a particular month. When a particular god’s color manifests around the sun, the god is said to be Ascendent and its followers gain certain divine bonuses. Conversely, every deity suffers a period of suppression, during which their follower’s powers are weakened. There are other beliefs in Ostia Prim, such as the Old Faith, but these are not as widespread.
The Valus itself is very well-detailed, the gazetteer taking up about 35% of the book. Sections of the island are mapped in detail, and plenty of adventure hooks have been provided as well. Also found herein is a chapter that summarizes what makes a Valusian campaign different from a typical fantasy campaign. I was happy to see this as well. Too often, when someone creates a new campaign setting, they go into great detail, but tend to forget that only the DM may actually have the campaign guide and that he or she has to break all of this information down for the players. Valus does that for you, pointing out things that you need to know to get things started.
Two appendices round out the work. The first is an introductory adventure that gives a good feeling of the unique qualities of this campaign. The second appendix introduces some unique items, including weapons, narcotics, and flora of the region.
Critical Hit
One thing that struck me immediately was the thought that went into creating this campaign setting. In my homebrew world, there is no common tongue. Well, technically, there’s trade tongue, but it was intentionally developed as a common language, it did not grow from one. The reason for this is that in our own world, there is no common tongue that everyone shares (even in medieval Europe, on which most fantasy campaigns are at least loosely based). I was pleased to see that Valus shared this opinion and aspect. The lack of a common tongue may make the PCs’ lives harder, but it preserves a degree of realism.
In like fashion, I was delighted to see things like racial epithets in use. Don’t get me wrong. Racism is an ugly thing, but it’s also a fact of life. Whenever you have two or more groups of people in a single region, someone is not going to get along with someone else and is going to find a way to insult them. To the author’s credit, he notes that not all groups will feel comfortable using racial slurs, but they are a part of life and the campaign. As a side note, I loved the racial preference chart that showed how different races felt towards one another. It brought back happy memories from 1st edition.
Critical Fumble
One of the first things that I check, as a reviewer, is the Open Gaming License and declaration of Product Identity. I can’t help it, that’s what I’ve been trained to do. In this case, I just couldn’t find any declaration of Open Gaming Content. I found the OGL and the d20 Trademark usage license, but not a declaration of what is considered to be open content. Either it isn’t there, or I’ve overlooked it. Also, the product that the license itself covers should always be included in Section 15 of the OGL.
There’s nothing that I would specifically pinpoint as being wrong with this volume (outside of the above), but from a personal standpoint, I would like to have seen a little more crunch; maybe a few original monsters, a couple of spells, etc. That’s not to say that there aren’t any original mechanics to be found here, quite the contrary. I’d just like to have seen a little more.
Coup de Grace
Valus makes for a very interesting campaign setting that is certainly worth a look. There are some concepts here that I will probably be lifting for use in my own campaign setting, and even the setting itself is unique and shows a lot of potential. There is relatively little artwork beyond the maps, but what is there is largely of good quality and seems to be placed appropriately. The book is lacking an index, but the table of contents is strong enough to stand on its own in this regard.
My thought is, whether you’re seeking an entirely new setting or just want a few ideas to spice up your own, then you might look at Valus. It stands alone nicely, and the island can even be easily transported almost whole into an existing setting if you prefer. The setting shows an excellent amount of research and thought and Ryan should be rightly proud of himself.
Final Grade: B+