2000AD: Sláine RPG

2000AD: Sláine RPG

Immerse yourself in Celtic myth. Sláine is a brand new d20 role-playing game giving you background on Tir Nan Og, the Land of the Young in Celtic legend, and full rules for playing the various characters found there. The innovative feat-based magic system lets all characters cast a spell or two if they wish, reflecting the superstitious beliefs of the Celts. Channel earth-power through your body, swelling to a monstrous size as you enter a warp-spasm. Learn the secrets of the feared gae bolga, a barbed and spiked spear which always causes fatal wounds, or hurl the dreaded tathlum, a concrete ball made from the brains of your dead enemies. Battle shoggey beasts, skull-swords and fomorian sea demons for the honour of your tribe. Injure your enemies with the power of your poetic insults alone. Or throw subtlety aside and wield a flint great-axe, slaying fifty foes to the left of you and fifty to the right. You will not think it too many.
 

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Simon Collins

Explorer
This is not strictly a playtest review, though I did play in a demo game at GenCon UK, run by the author Ian Sturrock. Which was nice.

Slaine: The Roleplaying Game Of Celtic Heroes, is a campaign setting and rulebook based on the world of the 2000AD comic, Slaine, now owned by Rebellion. Mongoose Publishing are the first to produce a celtic-style campaign setting, and have made a real coup by gaining the license for Slaine, which should hopefully pull in a few more people from outside rolelaying into the game. For those not in the know, Slaine is a mercenary warrior (destined to become king) in a fantasy-version of the pre-Christian Celtic lands of Ireland, Wales, Scotland, England, and France - known as Tir Nan Og (the setting also touches on 'Iceland/Greenland' and 'Scandinavia'). Though not historical per se, the comics were keen to impart a sense of historical authenticity within the limited knowledge we have of that era.

The Slaine RPG is 192 pages long and comes in at $34.95, a little more expensive than books of similar type and size, though this is accounted for by the fact that it is a full colour hardback, and a licensed product. Space use is good in terms of both font and margin size, with little wasted space. The art is good to superb, most of it in the style of the Slaine comic products. I can't overstate the quality of the art and presentation in the book - its probably the best I've seen yet in a d20 product. My only complaint was that sometimes excerpts from the comics contained irrelevant text which had me frowning for a moment. I should also note that a good bit of the comic excerpts are mono line drawings but there is a significant amount of colour art, several pieces of which are full page pieces - all of these are top class stuff. Writing style is good, with occasional editing errors (the most glaring of which was the chapter titles on the side of each page in the Earth Power chapter).

The introduction gives an overview of the book and some advice to players new to Slaine, new to d20, and rules to watch out for, for veteran players. A section entitled 'Welcome To The Land Of The Young' gives an overview of Tir Nan Og. The land is a mythical version of Northern Europe before Britain split from the rest of the continent. We are introduced to the main villains - the Fomorians (a race of mutated humanoids from the north) and the Drune Lords (corrupted Celts from the South). We are also given an overview of the main tribes of Tir Nan Og - the violent Sessair, the dour Finians, the battle-hungry Fir Domain, and the stealthy Tribe Of Shadows. Further to this, a degenerate giant race live on the edges of the land of Tir Nan Og, and a tribe known as the Fir Bolg, whose culture and lands lie somewhere between the northern tribes and the Drune Lord tribes, are also described. The section finishes with the concept of the El Worlds, the home of elves, goblins, elementals and other supernatural creatures, which lie beneath the lands of Tir Nan Og, and are but legend to most. There is also a simple mono map of the lands discussed.

Chapter 1: Characters In The Land Of The Young, deals with classes, races, skills and a few new concepts to d20. There are only 3 races available in Slaine:
* Humans - who also gain two cross-class skills as class skills (players choice) - its not specified whether these allow access to exclusive class skills.
* Dwarves - not at all like D&D dwarves - they have large pointed ears, can be charming and are dextrous, whilst lacking strength - they are viewed with disdain or superstition by most humans
* Warped Ones - half-humans with the blood of an extinct beast-folk, who are able to distort their bodies into raging monstrous mutations (called warp spasms) when they get angry - naturally they are tougher than humans but they tend to be somewhat barbaric, lacking charisma and intelligence.
There are five classes:
* Druid - again, not at all like a D&D druid - Celtic Druids are skilled in divination, gain a limited selection of bonus feats, can use the ogham language to send secret messages using Innuendo, can cast spells and use magical attacks using Earth Power, increase in Knowledge, and craft a magical stone that gives them luck. They get a d4 hit die.
* Noble Warrior - Celtic aristocrats, leaders of men, with a fighter hit die, BAB, saves, bonus feats and weapon specialisation, plus some tribe-specific class features.
* Thief - gains a rogue's hit die, BAB, some of the rogue's special abilities and a slower increase in sneak attacks and uncanny dodge. Also gets 1 rank in every non-exclusive class skill at 1st level, and a better Will save rate.
* Tribal Warrior - gains a Barbarian's Hit Die, BAB, saves, and fast movement. A slower increase in Rage also. Gains a specific tribal fighting style dependent on tribe chosen, and a bonus to a Craft or Profession skill check, and a bonus to Diplomacy and Gather Information with 1st-level warriors in the same tribe.
* Witch - gains the BAB of a Druid, the saves of a sorcerer, and class features that focus on sacrifice as a means to power, plus summoning and self-alteration abilities.
No multiclassing is allowed.
There are some amendments made to standard skills (such as noting that Open Lock and Disable Device are exclusive to the Thief class in Slaine). Three new skills are introduced, but these all relate to the new magic system in Slaine - each skill gives access to a certain type of magic - Bless, Divination, and Sorcery. A table indicating starting age and money are also given.
A system for measuring honour and reputation is then described, to mirror the importance of this function in Celtic life. Termed 'Enech' (as the AD&D 2e Celts Campaign Sourcebook did), there is a large table indicating possible ways to gain and lose it. Having an Enech of 0 is not good (slave or outcast), but having an Enech of less than 0 can be fatal, as the character may be attacked and killed on sight with no repercussion in law or social stigma to the 'murderer'. If a character with Enech is illegally killed, or if he is bound into an oath or business deal, the character's Enech reflects the liability in monetary terms that the murderer must pay to the character's family, or the character must pay if he breaks an oath or reneges on a deal. This monetary amount is termed 'Sarhaed'.
The chapter ends with a discussion of geases and weirds. Geases are taboos/restrictions on behaviour which give penalties to Enech, Charisma, luck, and magical power if they are broken. The character may also gain a weird - a fate or destiny - a sort of prophecy of something that will come to pass in the character's life from temporary insanity to a heroic sacrifice. The onset of a weird is determined by the GM.

Chapter 2: Feats, introduces over 40 new feats. 15 of these are probably limited to use in Slaine, unless introducing a whole new ruleset into your campaign - these include Earth Power feats related to the new magic system(such as ritual sacrifice and tap dolmen - drains standing stones for magical power), and special feats such as crafting a druid's egg, and improved variants of the warp spasm. However, that leaves nearly 30 that can be used outside Slaine and include some great new combat feats such as flying leap (a charge variant where you launch yourself at an opponent), humble shield (where you let the opponents weapon get stuck in your shield, then wrench it away from him for your own use), salmon leap (jumping high in the air to avoid ranged combat), shield kick (where you kick the opponent's shield up above his head, then leap on it to deliver a death blow), spear catching, and spear foot (where you launch your spear with your foot from a prone position).

Chapter 3: Goods And Weapons, covers currency and haggling, before describing the merits and problems with the flint and iron (not steel) weapons available in the setting. Some new weapons are also introduced, such as the Dart Dragon (a dart hand crossbow fired by magical power), Gae Bolga (a serrated spear that causes potentially fatal damage when removed from a victim), razor-edged shield, and tathlum (a sort of bola made out of the minced brains of enemies mixed with lime). Various armour, masterwork items, and mundane goods and services are also discussed and priced.

Chapter 4: Combat, begins with a discussion of the Celtic habit of naming martial and exotic weapons. This gives a +1 to attack but gives a penalty to all dice rolls for an hour after loss. There follows a discussion of Taunting, a selection of insults that drive the opponent to reckless attacking. Rules for warp-spasms are then given (these Incredible Hulk-like mutations require a minimum DC of 30). The chapter finishes with various rules for chariot combat, including scythes on the wheels of chariots, collisions and overturning, and chariot upgrades, such as masterwork suspension.

Chapter 5: Eyes Without Life, Sundered Heads And Piles Of Carcasses, is a mass combat system designed for both large skirmishes and full-scale epic battle. The system uses a ruleset based on a fighting unit with statistics similar to a single creature. These statistics are pretty much based around an average of the members of the unit. The unit combat resolution system is very similar to the d20 system, involving rounds, initiative, attack rolls, damage, AC, and hit points of the unit. Additional rules are then discussed such as charging, restricted attack options (such as flanking, disarm, etc.), modifiers due to greater numbers, magical attacks, and withdrawal. Morale is an important factor in the system, and various influences on morale are discussed, and statted out. Different unit types are defined (infantry, slingers, cavalry, and skirmishers) and some slight changes to the rules for full-scale battles are given. A final section gives some advice on how the PCs can influence the outcome of battle.

Chapter 6: Earth Power, describes a new magic system for Slaine. All creatures have a small amount of Earth Power (magical power) - thus anybody can cast at least a small amount of spells. Earth Power can be gained and lost in different magical locations, and by sacrifice of blood, goods and weapons. Magical backfires can also affect levels of Earth Power). Earth Power can be stored in standing stones, dolmens (three or four standing stones topped by a capstone) and cromlechs (more complex arrangements of standing stones) to create powerful magical effects when released by a druid or other capable. There are seven types of spell - bardic magic, bless, curse, divination, nature magic, glamour (illusion and enchantment), and summoning magic character. Various spell ranges and magical links (such as corn dollies, which function something like voodoo dolls) are discussed. In the character section, each table has a column rating their Magical Attack Bonus. This number is used in the magical attack system, which uses Charisma as a bonus and is resisted using a saving throw. Over 60 spells are then given to fit in with this new system. Each spell gives a cost in Earth Power, details on any magical attack rolls or skill checks that need to be figured in, and prerequisites (such as the Beguile spell which requires a Cha of 13+, +1 or higher magical attack bonus, and that the caster must be female). Sample spells include Astronomy (short/medium/long-term prediction), cure injury, divination by entrails, flea infestation, ill luck, poetic insult, scrying flames, spear of light, and summon spectral army. There is also a short passage on Ogham, which can improve the effects of some spells.

Chapter 7: A Guide To Slaine's World, begins with a brief gazetteer for Tir Nan Og. The lands of Albion (roughly equivalent to England), Eriu (roughly Ireland), The Inland Sea (what will become the Irish Sea), Alba (roughly Scotland), and Cambria (roughly Wales) are briefly dicussed, and the important locations defined. The southern lands of Tir Nan Og belong to the Drune Lords (roughly covering most of France), whilst the lands on the border betwee the two are mostly Sourlands (lands drained of energy by the Drune Lords and become wasteland). The chapter then turns towards legal and cultural issues, discussing the importance of kings, tribes, kinship, fines, and law, as well as going into more depth on Sarhaed. Social customs such as marriage, birth (including a great way to let a man know the extent of a woman's suffering during childbirth - witches "tie a cord around the end of his manhood, and the woman tugs on the cord whenever she experiences pain"!). The Celtic custom of fostering (where a child goes to live with a different family for a time) is discussed, and the section goes on to list cultural issues surrounding combat, such as cattle raids, honour in combat, head-hunting, and the champion's portion. The chapter ends with a brief discussion of the cultural differences in the Drune Lord tribes.

Chapter 8: Adventures In The Land Of The Young, begins by detailing sky chariots - flying ships. Weather is then discussed with any influence on game mechanics. Environmental influences such as water, starvation, fire, cold, and disease, are discussed. The next section deals with the Laedership feat and its role in Celtic culture. The chapter then turns to Prestige Classes, detailing the following:
* Bard - has to have at least two levels of Druid, has some standard D&D Bard features, but gains various magical song class features.
* Battle-Smiter - experienced bodyguard for nobility or rich merchants, with various class features to help protect his employer.
* Charioteer - various class features enhance ability to use chariot impressively.
* Fool - the archetypal fool of the king's court with minor class features from rogue and bard, as well as unique ones such as innocuous, grovel, and scam artist.
* Red Branch Warrior - violent spearmasters
* War-Witch - a cross between a witch and a warrior with strong links with the El Worlds - she eventually becomes an El creature herself.

Chapter 9: Gods And Goddesses Of Tir Nan Og, begins by listing the six major festivals of the year and discusses the importance of sacrifice at these festivals. Twelve gods and goddesses are briefly discussed. Since there are no clerics as such in Slaine, the only two advantages to worshipping the deities are 1) you get to meet the prerequisites of certain spells and 2) there is a slim chance that the deity might intervene on your behalf when you face otherwise certain death. There is a very brief section on the El Worlds - covering the world of Devils and Angels, the world of the Elder Gods, the world of Elemental creatures, the world of the Dead, and Cythraul, a hellish city.

Chapter 10: Bestiary, begins with a discussion of the creature format (note - there are no alignments here, nor CRs - the CR system is ditched) including sidebars on magical attack bonuses, and tribe class features and fighting styles for the Drune Lord tribes and Berserker Tribes. Fourteen Celtic-style animals are included (such as wild cat, badger, deer, and war dog), as well as several different types of animated tree. Dragons are elemental in feel and include a spectral dragon from the El Worlds. Other creatures include the legendary Fomorians, the Half-Dead (generic undead), the Shoggey Beast template (shaggy werecreature), and Titans (barbaric giants).

Chapter 11: Campaigns In Tir Nan Og, discusses adventuring in different seasons, a further discussion of enech and a more detailed explanation as to why the CR system was ditched - the author felt that the nature of encounters in Slaine is not appropriate to the CR system and that it keeps players on their toes. XP is given on an informal basis, mainly based on guidelines to do with seasonal adventuring (a little like the system used in Pendragon, with only two or three adventures at most occurring in a year). Magic items are discussed, as several weapons that appear mundane (such as the gae bolga and tathlum) have magical properties. Optional benefits granted by the worship of a deity are also given, such as inceasing the effects when a dice roll made is exceptional. Some further discussion of geases for the GM is also given, some advice on charcater death (since there is no resurrection spell, only magic items or a possible trip to the El Land of The Dead is required to bring back a fallen comrade), and three ideas for campaigns - all the PCs are warriors, all the PCs are kin, or all the PCs are wanderers and vagabonds.

The book ends with a brief timeline, a glossary, a pronunciation guide, a large table of character names, an interesting and illuminating 'Designer's Notes' section where the advantages and disadvantages of the classes and magic system are discussed, and index, and a character sheet.

Conclusion:
For those of you who are interested in Celtic culture, warfare and epic storytelling, this is a must-have book. While not always historically accurate (as the author himself admits and the world of Slaine dictates) the feel of a Celtic world seeps from the pores of the book. The superb presentation, art and writing style match the fascinating setting and the areas covered on the whole enable the GM to bring that world to life. Further sourcebooks are planned to fill out what felt like some empty spaces in the book - particularly the gazetteer which was a bit lightweight.

I was slightly disappointed with two areas - the lack of influence of the gods on the setting. Now I don't know my Slaine too well and this could be a reflection of the comics, but I felt that the gods and goddesses should have a more powerful influence on the world than they did - the optional benefits section is certainly one that I would use, and I felt that some game mechanic based on sacrifice for immediate and regular in-game use would have worked quite nicely. Also, with the lack of fey/nature spirits - again, maybe this isn't a major factor in Slaine, but I felt a Celtic-influenced world should have had more fey. Finally, I wasn't entirely convinced by the decision to go without CRs (I find they are more of a boon for me when planning adventures than a hassle when playing) - certainly, the GM would have to make it clear to players that she will be introducing creatures well above and below the character's capabilities before playing a Slaine campaign or adventure according to this ruleset. However, its relatively easy to assign a CR to a monster, so I didn't find this a major nuisance.
For those less interested in Slaine (er, why are you reading this?) there are still good things to take away for your d20 campaign. The honour and reputation system is a useful addition if you want to encourage these traits in your game, as are geases and weirds. Many of the feats, especially the combat ones, are excellent fodder for any fantasy campaign. New weapons can also be used from here, and the information on taunting, weapon naming and chariots could all be useful outside Slaine. So could the mass combat system, and some of the creatures from the bestiary (with some extra work). Of course, there is a whole new magic system here based on Earth Power, which seems smooth and easy-to-use at first glance, though requires proper playtesting to fully understand the potential and any problems of the system. Having said all that, this is not a game thats easily integratable with standard d20 fantasy games due to the new races and classes (some of whom have the same name as D&D classes) and the different magic system.

Since my two main gripes about this product may be dictated by the world of Slaine (I'm not sure as my knowledge of Slaine is limited) I can't fault the book on these points though I feel that others may also be disappointed by these areas. Buyers should be aware that there are some areas that lack detail - for example, there is no discussion of time travel, which occurs in the Slaine comics. Other areas that lack detail will be covered by future releases. The book certainly left me wanting more - I'm just not completely sure that's a good thing rather than a bad thing. I'll give the book the benefit of the doubt on all counts, and give it top marks.
 

Tsyr

Explorer
Hail Simon!

How do you think this would fare for someone interested in tossing out wizards, sorcs, druids, and clerics alltogether? Can this fill in the other roles, or...?
 

Tsyr

Explorer
By "this", btw, I mean the earth magic system, sorry if I was a bit unclear... I'll be using more or less normal non-magic classes (Basicly the same ones this book gives), but I'm wondering if it would still be possible to make magic a really prominent feature of the game with this system, or would I need to tweek it too much?
 

Tsyr

Explorer
Well, next time, I'm going to compose this in word rather than making so many posts, but...

Basicly, it's either this, or I'm going to use Quint Witch... But the former sounds just a TOUCH too much like normal DnD magic, but maybe I'm wrong... I havn't managed to lay hands on either yet.
 

Simon Collins

Explorer
Hi Tsyr

Slaine isn't specifically designed to be used with other non-spellcasting D&D classes, but I can't see any major problem with it - except that the D&D classes would also get some spellcasting ability with Earth Power, ramping their power up a bit. Would need playtesting to see if things remained relatively balanced, if thats an issue for you. Essentially you would replace the standard D&D spellcasting classes with the two main spellcasting classes - Druid & Witch - from Slaine. You'd need to assign EP for any D&D races and MABs for D&D classes, and use the skills and at least some of the feats that relate to EP.

Depends on what you mean by making "magic a really prominent feature". Earth Power magic is probably not as versatile, varied or powerful as standard D&D magic. On the one hand, this makes it less prominent in the setting, but more prominent in game play because it _is_ a different magic system, and also more suted to a Celtic-style setting, where magic is meant to be more mysterious and less flashy.

Hope that helps

Simon Collins
 

simon

First Post
Re the lack of 'Fey' - Fay are for Fairy Tales, not the battle-Sagas of Cuchulann, Finn et al that the Slaine game recreates. Nymphs & Dryads are more a Roman than Celtic thing, anyway.
 

GameWyrd

Explorer
It’s brutal, bloody and Celtic. Sláine’s "Land of the Young" is a mixture of fact and fantasy. Strangely enough it’s the factual elements of the game that make it such an appealing fantasy setting. This isn’t a fantasy game where the metallic clash of swords accompanies every melee and neither is this a game where the clerics are gifted magic by their gods. Tir Nan Og, known as the Land of the Young because so few people live to an old age, is northern Europe at the time when the Stone Age was slowly giving over to the Iron Age and before the sea levels rose to cut the British Isles and Ireland off from the continent. Most warriors fight with spears, clubs and perhaps axes rather than swords. Stone edged weapons, sharpened flint, are as likely to be used as metal weapons and any metal weapons will be of iron rather than steel. Iron weapons are prone to bending mid-melee and blunting in just one fight. There aren’t any clerics. The idea of praying to deities for power and magic is alien in Tir Nan Og, people struggle to appease the gods and sacrifice their belongings and each other to try and do so. This is a fantasy game though; there is magic, in fact everyone has a little magic, there are races other than mankind, there are demons and dinosaurs and flying ships. Sláine’s unique.

The hardback costs $34.95 (I was charged £24.99) and when you pick it up, stop staring at the front cover, you might worry that the book’s rather thin. It is thin. 192 pages is short of the mark when compared to recent giant offerings like Oathbound (352 pages, $39.95). The price difference begins to settle down a little when you compare text density. The word "attack" in Oathbound and in most other RPG supplements that use standard text density is 9mm in length but in Sláine it measures only 7mm. That tiny 2-millimetre difference multiplies up significantly over 200 pages. In addition, Sláine’s a licensed product and this must impact on the price a little. Sláine originally appeared as a strip in the popular 2000 AD comic and has gone on to have graphic novels of his own. Mongoose Publishing seem to have made good use of their license though and a great deal of artwork from the original comic and simply breathtaking full colour, full page illustrations appear throughout the book.

Sláine gets off to a great start from the outset. The introduction must cater for those Sláine fans who are new to roleplaying (and there might be some) and so the "what you need to play" and "new to the d20 system" sections are as expected. As a bonus though there’s a brief section for veteran players that points out the main changes in Sláine from the core rules. There’s a "new to Sláine" section as well and I suspect this will apply to most of the people who’ll need to read these "new to" sections in the introduction. Sláine’s not a complex world but if you’re only used to traditional roleplaying fantasy worlds then the introduction here is a worthwhile read since it explains the setting in terms you’ll be familiar with.

"Welcome to the Land of the Young" should push aside any doubts you might have had about whether buying Sláine was the right thing to do. In just two pages the engrossing grit and dangerous make up of Tir Nan Og is clearly laid out. The four Tribes of the Earth Goddess are busy fighting among themselves while being surrounded by the forces of Midgard, the terrible Fomorians from the frozen north and the dark magic wielding Drunes from the south. From the outset you just know that Crom-Cruach means trouble and worry about the Tribe of Shadows. There’s a fairly simple but large map of Tir Nan Og here too; it’s just possible to make out the coastlines that’ll become Britain, Ireland and France but place names like Glastonbury really let you pinpoint just where on Earth the game is set.

"Characters in the Land of the Young" runs through the three races and character classes available. Unlike core d20 it’s not possible to change your core character class, you can’t multi-class, although prestige classes are available later on. This isn’t much of a restriction, it simply isn’t possible to find much in the way of in-game reasons to change core classes; your character was either trained to be a druid when he was young or he wasn’t, your character was either trained to be a Nobel Warrior and defender of the tribe from when he was young or he wasn’t – there’s no room for change. There are three races: humans, dwarves and warped ones. Warped ones are half (or nine tenths) human but are different enough due to their beast lord blood to count as a separate race. Some humans may also have beast lord blood but not enough to count as a warped one. Dwarves are not Dungeons & Dragons dwarves. Sláine’s a d20 game; it’s not a Dungeons & Dragons extension. Dwarves are smaller than D&D dwarves, have nothing to do with mining and are an extreme minority in the Land of the Young. Of the character classes the most important is the Druid. Again this druid character class is nothing like the mangled D&D cheese fantasy stereotype. The druids of the Earth Goddess’ tribes are the healers, the wizards, the clerics and spiritual leaders of the people. The druids routinely sacrifice animals and people to the earth to either appease the gods or to bolster their own reservoir of Earth Power. Earth Power translates at simple level into magic points or mana. The sacrificing of humans is commonplace in the World of the Young and especially among the druids. Sláine’s not a game for faint hearted. The druid’s physical stats put them at an extreme disadvantage in the brutal world of Tir Nan Og but even from their first level they possess such a degree of Druidic Awe that it is unlikely anyone will attack them. Checking the designer’s notes you can see that there was much debate about this among the play testers. It’s easy to rubbish the idea of a play tested review here; it depends on your players and your GM. If you know that your Sláine game is likely to end up as a combat struggle against the Time Beasts (dinosaur like creatures brought in from the past by the Drune lords) then the druid class is under-powered. On the other hand, if you suspect you’re likely to spend more time among the Earth Goddess’ tribes, perhaps trying to band alliances together and then go battle against the Drune tribes then the druid class is at an advantage. It all depends. The interesting thing is that it doesn’t matter. I think the author (Ian Sturrock) has done the brave thing by presenting the druid class as true to form as the druids in the Sláine comics are and then with some respectful safety catches to ensure that there’s no fatal flaws. Oh yes, there are other classes too. The Noble Warrior looks most like the fighter class and represents those who have trained since birth to fight for their tribe, they’re the professional warriors of the time but unlike the generic fighter the Noble Warrior has a tribal association and a flavour associated with that. Noble Warriors from the Tribe of Shadows are more like assassins than you might imagine, they even have nightvision whereas Noble Warriors of the Finian tribe receive generous bonuses to saving throws required in hazardous environmental situations. The Thief class is – and you’ve guessed it – unlike that of the classical D&D class. Thieves are neither wimps nor outcasts. A successful thief is a valuable asset to the tribes. They still benefit from the sneak attack special ability but are more rounded than the rouges from the core d20 rules. There’s a second warrior class but I don’t think this will confuse anyone. The Tribal Warriors are the common people of the Earth Goddess’ tribes; if you live in Tir Nan Og then you’re a dangerous fighter even if you’re not a professional warrior. The Tribal Warriors have a rage special ability similar to that of the Barbarian in core d20 rules but it develops at a slightly slower pace. This rage ability is first available at second level and a first level the Tribal Warrior receives Fast Movement and Tribal Fighting Style. I don’t intend to examine every class’ special ability in the book but given that the average tribesman will have these abilities and I think this helps get across the sheer grit, grime and blood of the Land of the Young. Finally there’s the Witch class; they don’t have to be female but often are. The Witch class has less magical ability than the druid but they’re also reasonably powerful fighters.

There are two pages on skills in the same chapter. One of the effects of the higher than normal text density is that some sections run the risk of being marginalized by appearing too small to be significant. There are some important rules in the skills section, notes on blessing, sorcery and divination. I think this section within chapter two should have had a half page illustration or some other mental marker to help it stand out. Following this the chapter continues with notes on how much money characters start with and new feats. Quite a few of the standard feats from the Player’s Handbook are applicable to Sláine but there’s a good few extra ones taken straight from the comic strip too. Sláine makes for particularly good feat adaptation since much was made of the special abilities of the various tribal fighters and especially Sláine himself in the comics. The Salmon Leap and Shield Kick are here as are Warp-Spasm feats. There are two extra categories of feats here: Earth Power feats and Special Feats. These two have special prerequisites… although I can’t quite see anything so special about them from demanding prerequisites used in countless other books. At the very least though the two extra categories serve to separate these feats out from the big list on page 34 and print them separately. Also in this chapter you’ll find rules and explanation on the important concept of Enech in the Land of the Young. Enech is the Celtic word for honour and reputation. Without Enech your character is an outcast. It’s illegal not to try and slay an outcast on sight. Enech is likely to be collected as greedily as XP by players in Sláine but at least Enech has an in-game value and therefore provides a wonderful story tool. Heroes can adventure to bolster their Enech and explain their reasons for doing so in a way that doesn’t make sense for experience points.

"Goods and Weapons" is more than a list of exotic and specialist weapons. You’ve got rules for flint weapons here. A spear with a flinthead is just as good and as deadly as a spear with a metal head. An axe with a flint blade is just as dangerous and as lethal as an axe with a metal edge – until, that is, the flint breaks. A flint doesn’t go slowly. When it goes, it goes and it unfailing shatters spectacularly. That’s not the only trouble with flint weapons; they take weeks to craft. Iron weapons aren’t so wonderful either. Iron’s a soft metal. Hit something too hard with your iron sword and the blade will bend. Hit something often enough – say, you’re in a melee – and the blade will dull. The rules for this are all nice and simple though. A dull blade simply can’t score critical hits. These bits of historic realism don’t get in the way of game play. Given the low levels of technology armour is pretty rubbish but it is there to be used if needs be. Most tribal warriors go into battle skyclad. That’s naked. I’m glad I knew the term before encountering it in the book because it’s not explained until much later on! If you’re covered in armour then you’ll not be able to use your Earth Power and almost everyone in this setting has a spell or two. I think you’ll find that players quickly forgo swords and bows in exchange for slings and spears – and that’s just how it was back then in the early iron age and just how it is in the Sláine comic strips.

The "Combat" chapter is more than just a run down of combat tactics or even fighting styles. In Sláine special things happen when you name weapons. The whole world appears magical when you’re an early iron-age man (or woman; there’s no gender bias in the Land of the Young, if you can fight, you fight) and this seems entirely appropriate when everyone’s a little bit magical. By naming a weapon your character is instilling a little magic in to it and in a quick set of rules we’re shown the game mechanic advantages in doing so and the disadvantages of such an attachment if the weapon then breaks. There are rules on taunting and even a contest of taunts. Taunting has serious game effects in Sláine. With taunts in combat you can provoke unchecked rage in your opponent (all tribal warriors have the rage ability after all) and loosing a contest of taunts can cost someone all their Enech, all their hard fought for honour. If you’ve read some Sláine and know about the infamous warp-spasms then you’ll pick up the appropriate rules here as well. I think it’s a fair and complete representation of the spasms that occur throughout the series. The common spasm is second in a series of four possible spasms, the list runs from semi-warp-spasm, warp-spasm, massive warp-spasm and to total warp-spasm. There are also appropriate rules for controlling these spasms, when they might occur and even the "black stuff" back lash that we sometimes see. I think the balance has been struck correctly again. Warp-spasms are scary mothers that’ll allow a warped one (or a human with the blood of heroes) to make mince meat out of most things but when measured up with the feats and special abilities available to other classes and races I don’t think they unbalance the game. As a bonus there’s also rules for all sorts of fun and games with chariots too; chariot movement, combat from chariots, collisions, upgrades and rules for overturning chariots.

The interestingly titled "Eyes Without Life, Sundered Heads and Piles of Carcasses" is a set of quickly and fairly easy mass combat rules. The chapter isn’t a mini-war game but does offer the GM a chance to have two (or more) tribes clash on the battle field, work out the winners fairly and keep up with the players and any consequences their character’s actions have on the skirmish. There’s enough flexibility in the system to try and keep up with magical attacks and even recovering causalities.

"Earth Power" presents the magic system that replaces the spell slot rules in core d20. Earth Power really is a nice, simple but effective magic point system. It’s particularly effective because some locations allow characters to regenerate earth power more quickly and other areas drain it. The more magically adapt classes like druids and witches are capable of storing up more earth power than warriors and thieves and interesting items like weirdstones are capable of acting as batteries as well. Weirdstones and Weird are frequent occurrences throughout the series and I’m glad that the RPG pays appropriate attention to them [all and sundry will be able to translate the meaning of GameWyrd now :)] and in fact the rules for weirdstones, cromlechs and dolmens are detailed to the extent of just how far away a sorcerer can be and still draw power from them and just how many weirdstones can be placed in the ground before the natural limit is exceeded and the land starts to die. You’ll also find the rules for Druid’s Eggs here (worth bookmarking if you’re running with a druid character) and a brief mention of Time Worm Eggs. A pet peeve of mine is the phrase "more information (blah blah blah) can be found in the forthcoming …". It’s a peeve because the ‘forthcoming’ book is only forthcoming for, at most, a month or two and then for the rest of reality the sentence is out of date. Oh well, just a niggle. There are 23 pages of new spells. That’s 23 pages in the smaller text density but decorated with some of the best (but not full page) illustrations in the book. The spells format will look familiar; there are components (V, S, F, etc), casting times, ranges, targets, durations, saving throws, etc and I don’t think anyone will be terribly confused. There’s also the new magic attack roll attribute and earth power cost. The "Ally of the Horned Lord" costs 1EP and "A Murder of Crows" costs 10EP. You need to have this much earth power at hand to cast the spell (and if you don’t then sacrifice a bested enemy and see if that helps!). Given that its not too easy to convert standard d20 spells to this system (even though its similar) I’m glad there are 23 pages of new spells but I suspect there will be demand for more.

"A Guide to Sláine’s World" isn’t just a geographical exploration of the Land of the Young although it certainly visits key places on the map. You’ll also get given information on the tribal culture and laws of the land – fines you have to pay if you murder someone, what sort of legal defence you might have if someone accuses you of such and even a brief note on lawyers and debt-collectors! The sections on marriage and the way children are given over to foster parents at a young age to try and help keep the tribes of the Earth Goddess closely knit really do help with the overall flavour of the world and will provide much help for new players looking to create character backgrounds. I wish the look at the tribes of the Drune Lords was more significant than it is though.

"Adventures in the Land of the Young" is an absolute must for any GM. The rules cover basic things such as travelling times through Tir Nan Og to the more fantastic elements of Sláine such as the flying sky chariots. There’s quite a bit on different extreme weather conditions (and at this time the ice sheets where down as far as Scotland). You’ll pick up the Prestige Classes here too. Bard is a prestige class and one that’s only practically available to those with the druid class as their core. There’s also the Battle-Smiter, Charioteer, the Fool, the Red Branch Warrior and the War-Witch. Regular Sláine readers will recognise the more obscure references in there as further examples of significant excerpts from the graphic novels. I think it’s slightly unfair that only the Sessair tribe has their elite warrior prestige class available to them in the main rulebook. Sláine’s of the Sessair tribe and the Red Branch appears very much more often in the graphic novels and so I’m sure that’s why its there. The other three tribes will need to hold out for specific books from the tribes series to get their appropriate class. Regular d20 goers will be pleased to note that all of the prestige classes are detailed through ten full levels.

"Gods and Goddess of Tir Nan Og" is an important chapter that’s a little too short for my tastes but what it does manage to squeeze in is great. There’s a run down of important festivals; there’s more to the Celtic calendar than Beltaine and Samhain. The list of Gods and Goddesses includes the Earth Goddess and all her possible forms. I think this makes most sense; it keeps things simple and leaves the GM to worry about the mythology if he wants to get into that detail. On mythology there’s also a short section on the El worlds, those realms inside earth where you’ll find the angels, devils, elementals, the dead and the elder gods! I say this section is too short because the gods play a hugely important role in tribal culture, play just as important role in inspiring quests and wars and even turn up from time to time. Gods in the Land of the Young get involved in the nitty-gritty too but without a supplement I’ll be a little hesitant to go there in my games.

The "Beastiary" manages to stay with the unique Sláine feel and yet give the readers something more familiar in the way of typical d20 world settings. As you would expect there’s a list of creatures, critters and monsters along with their stats and description. Much of it is made up with wild animals like snakes and elks, other creatures are too small to be likely combat encounter but you’ll find stats for Fomorians and dragons too. Yes there are dragons in Sláine but no there’s not like D&D; dragons. Did you see that coming? There are stats for a few more supernatural creatures and even a couple of templates in the end.

"Campaigns in Tir Nan Og" is a fairly quick tour through some ideas. There’s no resurrection spell in this brutal world and that might worry some GMs (and no doubt some players too) and so there’s a brief run down of other ways you might think about bringing back that favourite character. There are a few suggestions as to campaigning in different times of the year and on different types of campaigns.

The "Timeline" is just over a page in length and starts 20,000 years ago and leaps forward to the present day (the dawn of the Iron Age) in just a few stages. You’ll pick up a glossary and pronunciations guide too. There’s a sample of suitable character names which is fairly helpful but there’s only two suggestions for male dwarf names and one of them, Ukko, is the name of Sláine’s sidekick and should therefore be banned in the same way no GM will let a player name his character Sláine. The designer’s notes are always worth a read in any product from Mongoose and this is certainly true here.

Sláine’s just short of perfect. That said I’m writing this as someone with a degree of Sláine knowledge and so I’m neither a newbie nor a die-hard Sláine fan; there’s nothing amiss in the continuity or world rules to annoy me (but I did notice much of the black and white art work comes from Sláine the King) and there’s nothing too alien here for me either. Sláine’s greatest strength as a roleplaying game is that it’s a fantasy game but different enough to be refreshing and it uses the widely known d20 system and yet the rule tweaks are different enough to be refreshing. Despite the cost analysis at the start of the review I think the book does slide up on the more deer end of the scale and the concern is it’ll put people off buying the book but it’s not so expensive as to incur any markdown in the review rating of the game. The RPG manages to capture the essence of Tir Nan Og very well and even with the awkward druid character class manages to present a wide range of playable options. If Sláine wanted to close those final steps between being this incredible good game and being as good as you could reasonably expect then there’d be more gods and goddesses and more on the plans of the Drunes and berserkers. There’s just the chance that your Celtic warrior will be all dressed up and with nowhere to go.

* This GameWyrd review was first published here.
 

trancejeremy

Adventurer
Slaine is a d20 setting from Mongoose Publishing. It's almost more a d20 game than just a setting, though it still requires the Player's Handbook (PHB). In a sense, it's D&D 3rd Edition with completely different classes and a completely different magic system (and no alignment). It's a hardcover, 192 page, full color book priced at $34.95, which is a bit steep (I traded for it, and didn't notice the price tag until now).

Slaine is based on a comic of the same name, apparently from the company that puts out Judge Dredd, apparently. I had never heard of it, but the background of it sounded very interesting. Basically, Slaine is based on Celtic pre-history. By pre-history, I mean, well before recorded history, history that we only have echoes of. Right after the last ice age ended.

It's not 100% Celtic mythology, there's some other stuff grafted on, like the norse legends, and even a bit of King Arthur (though that was also originally part of Celtic myths, sort of), and in this, the Celts are refugees from Atlantis. There's also a touch of the Cthulhu mythos - in Slaine, the Fomorians of Celtic legend are like Deep Ones - creepy, evil, aquatic critters who worship the evil god Dagon.

As mentioned, while it's essentially D&D, it has completely different classes that replace the standard PC classes. There are 5 new base or core classes (the ones that start at first level and go to level 20) used in Slaine, and while none are from D&D, some are similar to D&D classes. The classes are the Noble Warrior (sort of like a Fighter - get a lot of bonus feats), Tribal Warrior (sort of like a Barbarian - they 'rage' in combat), Thief (sort of like a Rogue - they get lots of skill points and are sneaky), Witch (unlike any other d20 witches, someone fairly skilled in magic use but also good in combat), and the Druid (not really like the Druid in the PHB, someone who is an expert in magic, also something of a priest and scholar).

No multi-classing is allowed, and this seems to be factored into how the new core classes are built. Some of them are "front loaded", that is, they get a couple real nice abilities early on. For instance, the Thief gets the "Jack of All Trades" ability, which gives him 1 skill rank in every skill. This works fairly well for the concept of the Thief class in Slaine, but could be misused by multiclassing (someone could just take a level of Thief to get that). Similarly, the Druid has an ability at first level called "Druidic Awe". This is quite powerful, as requires anyone attacking the Druid to make a will save against a fairly decent DC to see if they can actually attack the Druid or not (this is mooted if the Druid attacks). This ability was apparently meant to make up for the Druid's lack of skill in combat, but again, fits the Druid concept well.

To mitigate the low number of core classes and lack of multiclassing somewhat, there are several prestige classes. The Bard, The Battle Smiter (sort of like a bodyguard), the Charioteer, the Fool, the Red Branch Warrior (an elite bezerker type that specializing in warp spasms), and the War-Witch.

There are only 3 player character races. The human (which is pretty standard), the dwarf (slightly different than the typical fantasy dwarf), and the "Warped One". The latter is quite odd. Basically, it's someone that is more or less human, but are of a special bloodline, descended from Beast Lords. The reason they are called "Warped Ones" is that one certain occasions, they have a 'warp spasm', in which they freak out and get bigger/stronger. Sort of like when Popeye eats Spinach, complete with steam cloud (no little song, though).

The specifics of the 'warp spasm' (which was quickly called a 'wargasm' in my group) seem to be unique to Slaine, but it's based on Celtic myths - I've read some of the myths and if I remember correctly, some of the celtic heroes did sort of go nuts. It's possibly unbalacing in terms of combat prowess, but it's balanced overall by warped characters suffering from a major 'geas', which is essentially a restriction - something fairly common a character can't do.

Because of the fairly primitive setting, the range of equipment available is fairly small. Especially when it comes to armor. There are only a couple of types of metal armor, and they are likely out of the price range for PCs. So this definitely favors characters with high dexterities. Also as a nice touch, there are rules to simulate the generally lousiness of iron weapons - they lose their sharpness fairly quickly.

Also as mentioned, Slaine has it's own magic system. It's something of a fairly simple spell point system. Each character (except Dwarves) have Earth Points, which represent how much Earth energy they have in them. It's essentially a spell point system - you spend them to cast a spell, and they regenerate over time. You can also gain more Earth Points by sacrificing things (this is often necessary for bigger spells). There are also some fairly length rules involving stone monuments (things like Stonehenge). Learning spells is done using skill points. There is a skill named 'Sorcery'. When a rank in that is taken, the character learns a spell (2 spells for a Witch or Druid). I thought this was pretty clever, as it allows anyone to learn some spells.

They also generally require a magic attack roll. Each class gets a magic attack bonus, just like the regular base attack bonus. The witch is the best, with Druid second and the other 3 pretty low. Works basically like physical combat. The spells that aren't combat/person orientated require a skill roll (there are 2 magic skills, Bless and Divination)

Slaine spells are somewhat like regular D&D/d20 spells, in that they sometimes have material components or XP cost. There's not a huge number of spells in the book, maybe 65 or so. Including perhaps the most painful spell ever, "Ligature". Other than that, most spells aren't too powerful, even the ones with high point costs (and those are likely out of the reach of PCs). These high point costs spells can be cast by sacrificing things, most notably animals (including people), and torturing them first gives you even more points. So this game is perhaps not for the sqeamish. The spells tend to be fairly subtle, not flashy like D&D spells, though there are a couple like that ("Lightning", for instance, is somewhat like the D&D spell "Call Lightning"). (There are a couple of editing gaffes in this section, with notes on artwork placement left in).

Also to fit the genre, there are rules for mass combat, charioteering, and skyships. The rules for mass combat essentially scale regular d20 combat up. Individuals are grouped into units, and the hit points are totaled. Everything else basically works the same, though it's a bit more abstract when it comes to positioning. It's also very basic when it comes to unit types, there's no support for archers (just slingers) or true cavalry (with lances, they're just treated as fast infantry), but then, this fits the setting, as before the stirrup was invented, cavalry couldn't really charge with lances.

The chariot rules seem quite comprehensive, the skyship rules a bit basic. The latter are mostly for NPCs, anyway, as they require constant magical energy, usually by sacrificing animals/people.

There's also a selection of critters, ranging from normal animals to supernatural beasties to new races. About 25 pages or so worth. One notable thing about this is that Slaine gets rid of Challenge Rating (CR) for reasons I don't quite get (the reason is explained, but I don't get it).

The production value of this book is very high. It's in color, with glossy paper. There's a lot of artwork, though it seems mostly (solely?) from the comics. To me, the title Character, Slaine, looks a lot more like a professional wrestler than I thought a celtic warrior would, (there's also this woman with really odd lips, rectangular isntead of round) but the art is pretty nice. There's a nice table of contents and index. The outer margins have the name of the chapter, which makes it easier to find things (though it's not numbered, and some of the chapter names are odd, so not much easier)

All in all, this is a great book, but not perfect.

My main trouble is it doesn't give a good feel of how life is like. For instance, the economic system is explained fairly well, but I'm confused how it works in practice. Things cost chickens. But does that mean people walk around with chickens in their pockets? (Perhaps giving rise to the ancient phrase "Are you happy to see me, or is there..." and the nickname for man's favorite organ). And are the richest people chicken farmers? In my experience living in a rural area, chickens are incredibly easy to come by. The biggest obstacle to owning lots of chickens is feeding and housing them. (They're also really really annoying)

Another aspect left vague is slavery (probably because of it's awfulness). It's mentioned that as part of the economic system is the 'crumal', or female slave. But just how common is it? Can anyone be made a slave? Does the average free person have one? Just what is the average family structure life? I get the idea that a person's family is important, but it's sort of skimmed over. And what is the average home like?

The game "Pendragon", originally from Chaosium, had a somewhat similar background as Slaine. It was set in the same region (British Isles), also fairly celtic, but around the time of the Arthur and the introduction of Christianity. It provided a lot of info on the nature of a character's family, life in the offseason, etc, which are things that it seems that Slaine really needs too. It does introduce "Enech" which is a way of tracking a characters honor or more accurately, "Face".

I also really have to wonder - did they really fight naked? I mean, there is a reason that male athletes wear protective cups, and they also wear clothing. I can't imagine fighting naked is plausible. Volleyball, maybe (with perhaps a different way of serving). But combat? My experiences being naked outdoors have invariably proven to be both awkward and painful.

The only other real downside to the lack of detail about everyday life, is the price. While it's not outlandishly expensive in terms of the value you get, it's high price for it's page count.

Ultimately, this is a very interesting setting/game, and in my experience, does have a different feel than regular D&D. Not a huge difference, but this feels almost Conan-ish or even Elric-ish (well, maybe more Corum than Elric, particularly the 2nd Corum series). Mongoose did a great job. Very much worth picking up if you like the basic D&D 3E rules but are looking for a grittier style of game (Slaine also drops "Alignment", sure to make many happy).

A-
 

jaldaen

First Post
**Disclaimer: I have done work for Mongoose in the past, but these facts have no bearring on this review or its score.

First of all, this is my first review in about 19 months, but I'm hoping to start doing more and since my previous two reviews (which are woeful to look at in retrospect) I have developed as both a writer and designer of d20 material. As a result of this growth, I now believe myself mature enough in my readings of other works to provide (hopefully) fair and balanced criticisms of d20 material that should be helpful to both gamers and designers.

Secondly, I have over the past couple weeks since deciding to embark upon the path of a reviewer developed a rating system that I believe should help others to understand the overall scores that I give a product. This system is based off of the following four categories (and if you think I'm missing something let me know and I'll consider adding it to the system):

  • Bone: Based on rules design and utility of product.
  • Fat: Base on the layout, art, and value of the product.
  • Meat: Based on the editing and prose of a product.
  • Seasoning: Based on the creativity and originality of a product.

Each of the above categories is given a score between 1-5 for each grouping of chapters in the product. At the end of the review I total up each category, average them out, and determine the final score of the product.

Important Note: Now some might say my system sounds more appropriate for a steak, than a game product, but for me a game product is like a steak in many ways... I don't just eat a steak, I enjoy a steak and likewise I don't just consume the pages of a product (literally or figuratively), I taste the product, chew it over, and digest it... Some I discover are underdone and give me problems the next morning, others are overdone, tasteless and dry with little reason to return for more, and a precious few are "iron skillet" perfection making me wish I had another 30$ to feed my habit... Which brings me to my last point... for me a poor college graduate (and for many others out there) buying a gaming product is in a way deciding whether I'll be buying Ramen(tm) or a nice juicy T-bone in this week's grocery run. In light of these truths, I can do no better than to compare a gaming product to a steak for in truth that is essentially what I give up when I purchase a gaming product (actually more like three or four nice steaks for some products, but that is besides the point). Now

All this being said now I feel I can start the review of Slaine: The Roleplaying Game of Celtic Heroes:

This product was purchased (though at 70% off... so I still had some steak money that week... Woot!).

First Impressions

  • Bone: 4 - The back cover provides a useful overview of what you will find in the product, though it does perhaps claim too much when it says "complete bestiary" as I believe there are much more than the couple dozen creatures they present in the Bestiary chapter for characters in the world of Slaine to face off with (in fact the first adventure "The Invulnerable King" presents almost as many new creatures as does this product). Still I chalk such a statement up to over zealous advertising or to a different interpretation of the word "complete" which in this case might mean "enough to get you started" which is really what this Slaine product is all about.
  • Fat: 5 - I love the front cover artwork as it is an eye catching scene of a celtic hero in full chaotic fury that I believe gets across the feel of the world of Slaine as an warlike land of untamed men. I do however wish the back cover text was not centered as my eyes naturally flow back to the beginning of a line and when they meet black space (the text is white on black) they wander where all the words have gone, but this is a personal preference. The price is a little steep for what seems to be a slim Campaign Setting book, but a quick look inside the book revealed a nice text density that more than makes up for the apparent brevity of the book in page length.
  • Meat: 4 - I noticed no editing errors or jarring text on the back cover and it does a good job hinting at what lies within this tome and provides the prospective buyer with just enough information to tantilize their appetite. Also on the backcover are website addresses for both Mongoose and 2000AD comics, unfortunately the back cover does not provide the web address for the 2000AD RPG site... which is unfortunately MIA (or at least difficult to find) on either of these sites, but which luckly is listed here at EN World under the Slaine: RPG product page.
  • Seasoning: 5 - At the top of the back cover it says, "Kiss My Axe!" and in a way the text mirrors the cover in a creative and pointed manner. Also one of the sections mentioned on the back was entitled "Eyes Without Life, Sundered Heads, and Piles of Carcassas", which deals with running mass battles and to me this title stuck in my head and helped me picture what I would find therein... The back also reveals that magic is treated differently in Slaine (and appropriately so) with its short teaser about "Earth Power" and even more tantilizing hint at how one might gain more power via human sacrifice.
Overall: 4.5

Table of Contents, Introduction, and Welcome

  • Bone: 5 - The only notible errors in the table of contents are that a couple page numbers are off by one (Humans, Spells and Spellcasting, Spell Lists) and a couple section headings (like the Prestige Classes heading for Chapter 8) are not included (probably for space since the Table already takes up much of the two pages alotted to it. Also the "New to...?" sections of the Introduction are helpful for those new to either Slaine or the d20 system. Finally the "Veteran Players" section provides a "heads up" for those readers familiar with the d20 system about what has been added to and changed in the Slaine RPG.
  • Fat: 4 - The layouts of both the Table of Contents and Introduction are well done and the arts is good, but I'm not certain that the illustration of the fool was placed next to the Veteran Players section (it might have been better placed in conjunction with the Fool Prestige Class). The map in the Welcome chapter is quite nice, though there is no key for it.
  • Meat: 5- The Introduction does a good job of both presenting the core themes of Slaine as well as fleshing out the table of contents in a more complete manner than the back cover (in fact the portion that fleshes out the chapters is for the most part what is used on the back cover).
  • Seasoning: 5 - The Introduction draws you into the book and makes you want to read more, which is exactly what it should do.
Overall: 4.75

Chapters 1 and 2: Characters and Feats

  • Bone: 4 - The rules in both of these chapters seemed to be solid, though I have not playtested them (too many campaigns already planned for the summer). There are two races beside humans, dwarves and warped ones, both having an interesting combination of strengths and weaknesses that seem to balance out. The former are definately not the dwarves of D&D, and are instead charming and roguish creatures, while the latter are a sub-race of humans who have the blood of "beast folk" flowing through their viens and with it the ability to warp spasm. Unfortunately the information on warp spasms is not let forth along side the Warped One, but instead placed in the Combat chapter so at this point in the book you are asking yourself what does this do and quickly flip ahead (at least I did). Also missing from the race section is the human's traits is their Starting Earth Power (though it can be found at the beginning of the Earth Power section).

    The classes are quite interesting and are all adaptations of existing classes to fit the atmosphere of the Land of the Young. It should be noted here that the rules do not allow for multiclassing (except into Prestige Classes) because as the book states "Life is short." The Druid is quite a striking departure from the one in th PHB, but there can be no doubt about the feeling that this is a Druid in the world of Slaine. My favorite class abilities of the Druid are the Druidic Awe (essentially Druids are under a constant sanctuary spell) and Salmon of Knowledge (which grants a bonus to all knowledge checks) features, which are flavorful and provide a player with a real grasp of the role that Druids play in the Land of the Young. The next class the Noble warrior is essentially a fighter with a tribal trait (which grants the noble warrior a special ability based on the tribe he comes from) and free weapon specialization. The thief is next up and is essentially a rogue, but with slower sneak attack progression, and much much better skill-based class abilities, especially Jack-of-All-Trades which starts the thief off with 1 rank in every non-exclusive skill before spending his normal skill points for first level... not to mention a healthy dose of skill mastery. The tribal warrior is similar to the barbarian, but with an interesting twist, he gains a tribal style, which grants a class ability to a character based on his chosen tribe (such as damage reduction that increases with level or competence bonus to ranged attacks with certain "named" weapons) and is an expert at some Craft or Profession (to reflect his peace-time occupation). Finally, the classes wrap up with the Witch, which certainly made me a little frightened, not of rule imbalances, but the flavor the rules attached to the Witch... let's just say that in the Land of the Young is is best not to cross a witch, else curses will fly and one might find oneself tortured to death for greater power... a cool class, but one that frightens me (as it should).

    The Skills come next and are sort and sweet, but unfortunately the new magic-based skills refer you to the Earth Power rules for more details rather than providing a list of spells that each skill allows (which they do provide in the Earth Power chapter) and their rank prerequisites (which are attached to the individual spells, but are not listed in one easily accessible place).

    The Starting Money section is straight forward as are the rules for determining one's Enech, Sarhead (Honor-price), Geases, and Weirds.
  • Fat: 4 - The organization of both chapters was quite good with very minimal wasted space, which primarily came from the design decision to space out the bullet points. The art was good, but they don't show a normal human illustration along with the human entry (instead a warp one is presented on the opposite page) and no height comparison of the three races is given. The rest of the art is well placed and those comic cells used get across the feel of those concepts they are paired with, although I must admit that I am having a hard time picturing exactly how the "Shield Kick" feat works (essentially the character kicks up an opponent's shield, leaps atop it, and then attacks from it). Perhaps a frame by frame comic of the technique might have helped.
  • Meat: 4 - The Character Chapter starts with an overview of what will be presented in the rest of the chapter and had no blatant or jarring editorial errors that I noticed. Each of the races, classes is presented in a flavorful manner that helped to envision their roles in the Land of the Young. The Skills section was well done though the new skills lacked flavor text. The rest of the first chapter was again well written and added to the atmosphere by explaining some of the new aspects of roleplaying in the age of Celtic Heroes. I especially liked the discussion of Enech, i.e. Honor and Reputation as it made the concept both intriguing and understandable. In the same category as Enech was the Geas (obligation that your character must always seek to meet) and Weird (a fate that will befall your character, none of which being pleasant) sections and their entertaining and illustrative examples, which go from the geas to "Never refuse hospitality when offered to you" to the geas "Never listen to birds when the sun sets" to the Weird of having an "Annoying Companion" who the character will never be able to shake. Finally, the Feats Chapter was generally well written, though some of them did not have the traditional introductory flavor text, which might have helped readers to get a feel for the place of the feat within the world of Slaine.
  • Seasoning: 5 - From the races to the weird section, the concepts presented in the first chapter were all fresh and flavorful. They also drove home how different the world of Slaine was from a normal fantasy campaign setting. The feats also brought out the forboding feel of the Land of the Young, especially with the gruesome Blood Eagle and Wicker Man feats (both based off of sacrificing creatures, particularly other humans).
Overall: 4.25

Chapters 3, 4, and 5: Weapons, Combat, and Battles

  • Bone: 5 - The third chapter presents some general rules for flint (they break somtime after two years) and iron weapons (they need to be sharpened constantly and if used too successfully can bend and become unweildy). The latter rules were quite well thought out and interesting whereas the former was more nebulus and I wish that Flint weapons had been given a little more flavor in light of what was done with the iron weapons. The rest of the chapter seems to have solid rules with the only extremely powerful (and possibly broken) weapon being the Gae Bolga (a war spear that hooks into your opponent's skin and continues to cause damage even after being removed - though at a slow rate - with no sorcerous means to heal... not to mention the x4 Crit!).

    The Combat chapter introduces some marvelous rules concepts that can be used in any game, in particular those involving Naming Weapons, Taunts, and Chariots. It also details how damage reduction works (particularly the difference between enchanted and artifact weapons) as well as warp-spasms, which although powerful, also balance in their difficulty to predict and control and the limitation of only one per day. Still, my favorite part of this section is the Taunt system (which is based on Enech, but could be modified to work without it) that illustrates how to make an verbal attack that pushes your foe into a maddened state which you can than use to gain the upper hand in battle.

    Finally, the "Eyes without Life, Sundered Heads, and Piles of Carcasses" Mass battle chapter is in a word, "Awesome!" It presents the system in a concise and understandable way and will definately be useful when running Mass Combat for those who want the feel of epic and primitive battles, but don't want to spend hours of game time running in-depth tacticals. The only portion of the rules which might be problematic is the magical attack section, but as I have not playtested the system thoroughly yet I'll give it a pass. The rest of the system is perfect for primitive warfare where the range and uniqueness of units is limited by technology and is well worth a look.
  • Fat: 4 - The art and layout of the goods and weapons chapter is pretty straigth forward and plain, though some of the new non-weapon items are not given illustrated treatment. The presentation of the Combat chapter was an improvement upon the barren nature of Chapter three with perfectly placed illustrations helping to get across the feel of the actions being described by the text. The Mass Combat chapter had an intuitive layout, but the artwork seemed more focused on individual combat, which I think deteracted from the feel of the section (not that the art was bad, but I would have like to see armies or skirmishing forces facing off rather than Slaine being front and center with only the hint of combat around him).
  • Meat: 5 - The goods and weapons chapter is straightforward and had no noticable errors in it as well as a good description of each new item... I especially liked the "Property" list that gives one an idea of the worth of land and buildings in the Land of the Young. The combat section really shines in regards to its prose getting across the feel of the new combat options in particular the Taunts section. The best part of this section is the sample taunts which really help to set the mood for some major butt-kicking, a favorite being: "I'm sorry - are you attacking me? Only your blow was so puny, I'm not sure." The Mass Combat chapter is well written and I noticed no errors therein, this section like the goods and weapons section was dry, but appropriately so as it presents a rules system, though it might have been nice to add some atmosphere though some well placed prose. All three chapters, but particularly the one on Combat help to set the primitive and barbaric tone of the Slaine setting and help to portray the world in a lively tone.
  • Seasoning: 5 - The rules and text of both chapters present some original and intriguing concepts with the highlights being the Iron Weapon rules, Taunts, Warp-spasms, and Chariot rules, which all present their concepts in an appropriate and creative light. The Mass Combat chapter does a good job at what it sets out to do (ie present an easy and fast way to determine the outcome of Mass Combat) and in a way that reminds me of Birthright for some reason (one of my favorite CS), which is a good thing.
Overall: 4.75

Chapter 6: Earth Power

  • Bone: 5 - This chapter presents the concept of Earth Power and does a good job of it, though I do wonder about how dwarves could ever use Earth Power (as hinted at in the Character chapter) as they have no Base Earth Power and according to the rules one can never have more than twice their Base Earth Power score. This may be an oversight (on my or their part), or it is intented that tapping weirdstones and sacrifices (which are mentioned as ways to gain Earth Power for the dwarf) are not affected by this "maximum" of 0 problem. The rest of the rules for this chapters seem to be well-thought out and balanced though I wish the prerequisites of the spells had been listed in one place for ease of reference.
  • Fat: 3 - The organization of the chapter is logical and flows well, but this section starts to introduce "twin full page, full color" pieces (which was probably due to keeping printing costs down by only having certain double pages in full color) that seem more a vanity than approriate to the section... now if these had been portraying some cool aspect of Earth Power I'd not have had as much of a problem with it, but all they do is present Slaine and his dwarf sidekick and some angry barbarian neither of which has any baring to the chapter at hand... similarly some of the smaller art pieces throughout this chapter don't really fit well with the sections or spells they are paired with. Still there were a couple gems in the chapter and I loved the depiction of "Crom Cruach's Revenge" spell (essentially worms and magots eat your foe).
  • Meat: 5 - Solid all around on the editing front (except a couple places where illustrations were meant to be placed and the art editing text is left in, but no artwork is found) and the spell descriptions were well written and provided a good atmosphere to each. I was especially fond of the sacrifice and weirdstone/dolmen sections which really helped get across the mood of the Slaine setting.
  • Seasoning: 5 - The concept of Earth Power and the system designed around it was quite creative and drives home the point of magic in the Land of the Young being a subtle magic tied to the lands and its people. I loved the idea of tapping weirdstones (magical stones) and dolmens (an arrangment of weirdstones) for more Earth Power to be quite cool and brought home the connect of the inhabitants of the Land of the Young and the Earth. The spells presented are a mixture of unique magics with a great amount of flavor to them and tried and true magic like summoning and control water, wind and weather spells.
Overall: 4.5

Chapters 7, 8, and 9: Guide, Adventures, and Gods

  • Bone: 4 - I found the Guide chapter to be extremely useful in its discussion of the geography and culture of the Lands of the Young, especially the rules for crime and punishment. The Adventures section starts off well with a discussion of "sky chariots" (longships that can fly) and how they work in Slaine, but then goes into a section on Environmental Conditions which seems to be unnecessary as most of the rules presented can be found in the DMG and the space could have been better used to flesh out the other adventuring concepts introduced by the chapter like more info on sky chariots and a couple more Prestige Classes.... Which brings me to the next part of the Adventuring chapter... and a high note (pun intended): the Bard and his fellow exemplars of Slaine goodness! All of the Prestige classes have what seem to be solid and worth while abilities, such as the Bard's Satire ability (essentially a curse laid upon another that causes reputation damge and can even cause death!), the Charioteer's Chariot Bond (grants bonus when the charioter is fighting with his chosen warrior), and the Fool's Innocuous ability (makes others have to make a Will save to attack him while he is at least apperently unarmed). Also in this chapter are the Battle Smiter (a Celtic Body-guard), the Red Branch Warriors (Warp masters and frightening combatants), and the War Witch (sorcerous female warriors who can come to control other worldly creatures). In the God's chapter there are some rules about divine intervention that are interesting, but leave you wanting more than what was presented.
  • Fat: 3 - My first complaint about the Guide section is that it does not have a map in it... instead you have to flip to the front of the book each time you read a section to find out where exactly the regions and locations are in relation to each other... moving the map to this section might have been a better decision for the reader. Again the artwork in the Guide and Adventure chapters (but not in the God section which is quite good) is hit and miss with my main complain being that there are too many full page art pieces (8 of them in a 16 page section spaning the end of the Guide chapter to the beginning of the Adventure chapter) that don't relate directly or only tagentally to the text that surround them. The comic cells on the other hand are well placed and do a great job of providing flavor that highlights the sections they are related to .
  • Meat: 4 - The Guide is a great source of information and provides the setting with a lot more depth especially the cultural aspects. The Adventure chapter is quite good, despite the large section on environment which seems to be more filler than actually intregral to the setting (now if they had provided this information is a seasons of the Land of the Young format with a good amount of flavor text perhaps it would not have seemed so jarring). The Gods chapter does a great job of presenting the pantheon of the Land of the Young with my only complaint being the desire for more information about their followers.
  • Seasoning: 5 - The flavor of these three chapters (baring the environmental conditions section) does a great job of placing the reader in the world of Slaine and presenting information that sparks ideas and adventure seeds.
Overall: 4

Chapters 10, 11, and Beyond: Bestiary, Campaigns, Timeline, Index, Character Sheet

  • Bone: 4 - Reviewing the creatures from the Beastiary chapter I did not notice too many monster mechanics problems... the one that seemed a commpn theme (and one that is easily forgotten by us designers) was not multiplying the Strength modifier by 1.5 for those creatures with only a solo attack like the Elk's Butt attack being listed as 1d8+5 instead of 1d8+7 (in light of their 20 Str)... Also the spectral dragons do not have a standard hit point progression... Other than these two things nothing else jumped out at me, but than again I did not break down each creature either... As for the Campaigns chapter it does an effective job of presenting information that is useful for putting together a campaign in the Land of the Young. The most notable difference here is that experience is not awarded for defeating creatures (which reminds me... there are no CRs given for creatures (which might be problematic for some who might want to use the beasts presented in this book outside of Slaine). That's right instead of getting more powerful from killing stuff (a common occurance in the Land of the Young) you get XP from from simply surviving with XP awards provided for each session and on occasion for exemplary individual play. The Index isn't bad, but I did notice a few important concepts not located here for ease of reference, like the El worlds. The Character sheet is simple, but does the job well.
  • Fat: 5 - The layout and art of the Bestiary chapter and beyond are good and appropriately place. No complaints here.
  • Meat: 5 - Similarly the editing and text of these final few chapters is quite good, especially the bestiary chapter and its portayal of the creatures that populate the Land of the Young. The Campaign chapter also revisits some of the concepts discussed in previous chapters from enech to geases and does a good job of reminding GMs of their role in portraying the Land of the Young.
  • Seasoning: 5 - The creatures in the Bestiary are almost all original and imaginitively described. In particular I thought the Shoggey Beast (the Celtic version of a lycanthope, but of a more twisted nature in that its shape is an combination of various beasts) was well done. The Campaign chapter presents the idea of seasonal adventuring, which is an interesting idea and quite helpful in picturing life in the Land of the Young and its effects on what types of adventurers are most likely to occur during each season. There is a nice page o' names for players to look over and garner ideas for names to give their characters and a Designer's Notes section that give background on the design decisions and debates that were had in the production of Slaine.
Overall: 4.75

Final Thoughts

  • Bone: The rules were solid throughout with only a few glitches here and there. Some of the rules even have usefulness beyond the Land of the Young, in particular the Taunting (though it would take a little bit of work) and Mass Combat rules.
  • Fat: The weakest point of Slaine was the art placement. I like to have artwork and text work together, but unfortunately this was not always the case with Slaine.
  • Meat: The flavor text was pretty good and drew me into the work, there were no jarring moments that one can sometimes get when reading a work like this. Well done!
  • Seasoning: Slaine was both creative and original in many of the concepts presented and much of the material was good adaptation and atmospheric rules design.
Overall Score: 4.5

Slaine is a solid product in its rules design, prose, and creativity, but slightly marred by the placement of its art work and the an overall feeling that it could have presented more interesting information (by dropping a few of the weaker sections). Still a superb product, but it could have been even better...

Thanks for sticking with me through this my first (and long) in-depth review...

Good Gaming!
Joseph Miller

PS: Please feel free to comment and provide constructive critisms of this review (it's the only way I'll ever learn to be good at it ;-)
 

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