By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
A Magical Medieval Society: Western Europe is a medieval background sourcebook written by Suzi Yee and Joseph Browning and published by Expeditious Retreat Press. It is available in print for $25, or as a PDF file for $10; this review is of the 144-page softcover print version.
First Blood
A Magical Medieval Society: Western Europe is a supplement designed to aid in the creation of a medieval fantasy world by combining d20 game elements with historical facts to create a medieval atmosphere that is both realistic and generic enough to apply to almost any fantasy setting. The authors begin with the assumption of a medieval society typical of that found in Central Europe in the late Middle Ages. They then address reconciling the historical realities of this period with basic game assumption: gender roles, the ease of communication and prevalence of education, the existence of non-human races, and the prevalence of magic. Based on those assumptions and setting concepts, the authors go on to describe the various economic, social, and political structures that would result from the combination of historical reality and game concepts.
Two chapters are devoted to “Those Who Toil” – life on the medieval manor and in farming communities. This is a wealth of information on everyday life in the Middle Ages, and is the sort of material that can bring a location in the campaign to life. Descriptions of the various functions on the manor, the roles of peasants and lords, the farming system, and the impacts of magic on life on the manor are all discussed at great depth. A system is presented to generate a medieval manor, whether for PCs or the GM to run, along with its associated incomes, residents, administration, and responsibilities, complete with an example and a helpful worksheet. A set of plot hooks provides adventuring ideas in and around the manor, and includes such things as involving druids to affect the yield for the year’s harvest.
Two chapters are devoted to life in the medieval city. With a similar level of detail, the formation of medieval cities is explored, along with government, layout, upkeep and maintenance, city structures, and city concerns. The discussion of power centers – to include guilds of craftsmen, merchants, wizards, and thieves – is very useful for running a city-based campaign, as are the discussions of city economics and the impacts of magic use, again, all grounded in historical facts where appropriate. An entire system is presented to generate medieval cities and towns. This system begins with the Cole Rulebook II system for compatibility, but allows a greater level of detail with more realistic economics. With the included tables, the GM could generate and entire city ward-by-ward and structure-by-structure, along with the important inhabitants. An influence point system provides a means of measuring how important various residents of the city might be, and allows the GM to develop webs of influence for the power centers in the medieval city.
The Economic Simulator chapter is probably the most useful and interesting chapter in the book. If you’ve ever been frustrated with the fixed price lists for gear in the rulebooks, since prices should really fluctuate all across the realm, but haven’t wanted to try and work out a good system, look no farther. The economic simulator provides a simple way to let supply and demand dictate prices for goods based on item rarity DCs, community size, and player negotiation. Sven full pages of items are provided for this system – everything from weapons and armor, to gems, to mundane equipment, to spell components.
One chapter is devoted to “Those Who Pray”, discussing the impact and importance of religion on day-to-day medieval life, and making the adjustments required from a historical reality of a monolithic, monotheist church to the multiple magical religions found in the fantasy game system. This chapter includes a great discussion on church hierarchies, religious splits, and how to handle clerics of multiple alignments within the service of a single patron god.
The two final chapters of A Magical Medieval Society are devoted to “Those Who Rule” – the people, laws, and punishment of the feudal aristocratic system. The relationships between lord and vassal are potentially much more complex than I had imagined, and open up tremendous opportunities for politically based campaigning. Sections discuss how to develop monarchies and handle the divine rights of kings (there’s even a medieval king template in the appendix with his divinely granted powers). If your players get out of hand and attack the town guard, you’ll find the tables of medieval crime and punishment useful, as well as the discussion of the impact of magic, particularly magical divination, on the justice system. Like earlier sections, there is a chapter that provides a system to generate entire kingdoms with their populations, cities, demographics, and sources of income that dovetail with the basic system outlined in Core Rulebook II.
Five appendices provide additional details in the form of demographic information, means of generating magical resources, the magical king template, and examples of guild rules, charters, grants, tolls, and taxes. One appendix provides a complete system for building fortifications and other strongholds through both mundane and magical means; the system is accurate and highly customizable, though it requires some effort and calculation to use. These are two completely worked examples of the building system provided. Finally, at the rear of the book is a collected summary of all the plot hooks provided throughout the supplement to give some great ideas for magical, medieval adventures.
Critical Hits
This is by far one of the best supplements I’ve encountered thus far to lend a measure of historical veracity to your campaign setting and adventures. Few of us are medieval anthropologists, or have the time to do the in-depth research required to develop a campaign setting with a strong grounding in reality. This work allows you to do that by picking up a single book, and you’ll be able to add detail and flavor to your campaign with plots based on the rights of the suzerain, encounters with the local reeve or millner, machinations within merchants or wizards guilds, or a dogmatic split between members of a lawful good church.
This is based on Western European feudalism, true – a Celtic campaign, Eastern flavored campaign, or Native American flavored campaign will gain less from it – but in my experience most fantasy campaigns have enough trappings of medieval Europe that something in this work will probably be useful.
Critical Misses
This is a d20 product that contains no new feats, skills, spells, or prestige classes, so gamers who are looking for those types of “crunchy bits” for their game will probably find this to be pretty dry reading – the excitement in this book is in adding medieval realism and background to the game, not in providing new monsters to slay or magic to use. Games Masters will benefit the most from the product; players might find the information on building a stronghold and maintaining a manor useful if that occurs as part of their campaign, but will likely have fewer uses for the remaining mechanics.
Western Europe focuses on social, demographic, and economic aspects of medieval society; it would be nice to include a further treatment of medieval military aspects to mesh with the d20 combat system and provide some historical perspective on it as well.
Coup de Grace
A Magical Medieval Society: Western Europe is 100% Open Content Material, with mechanics and generation systems that dovetail nicely with established town and city mechanics in Core Rulebook II. Though GMs will probably get the greatest mileage out of this product, it’s something that fills an important niche in the d20 product line, providing some strong background flavor with a bit of historical accuracy. You wouldn’t want to take the time it would take to gather these details yourself – this is one product I’d recommend that every GM who is serious about world creation have on his or her bookshelf.
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