A Magical Medieval Society: Western Europe

Expeditious Retreat Press is pleased to announce our first product, A Magical Medieval Society: Western Europe! A 135 page supplement for GMs and players who wish to add a touch of realism to their game, it's for the people who'd like to flesh out the background of their gaming world, but don't have the time to dig through scholarly books. It's not a campaign setting, nor does it require you to follow "our" rules; it's designed to provide you flexibility in creating your own world. It provides players and GMs information about the medieval period and how D20 magic would change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allowing GMs to recreate the high middle ages with ease. Click Here for a free PDF preview chapter on RPGnow.com.

Besides being 100% Open Game Content under the Open Gaming License, it solves dilemmas like: How much does it cost for my PCs to repair the formerly-orc-infested abandoned keep they want to use as a home base? What would happen, politically, were my PCs to set up their keep? How big is my city of 15,000 people? How many buildings are in my city? What do all the NPCs do? How do I start my PCs on the road to becoming kings? Just how much does a king earn a year anyway? What about just a regular noble? How big is a kingdom of 5,000,000 people? How many cultivated acres does it take to feed them? How should I map towns, cities, and smaller communities within my kingdom? What type of government should I use for my kingdom? How does magical religion really work? Just what do those NPCs do all the time?
 

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Saying that this work is definitive would almost be an understatement. Upon opening to any page, it is abundantly clear that this is the product of many, many hours of research and development.

However it is that very strength which is also a drawback. With so much information condensed into 133 pages of almost pure text and tables, this product comes off as more of an exercise in academia than a gamer's resource.

The layout is simplistic to the point of being amateurish and it reminds one very much of a Word document rather than a polished piece of published material.

That said, this can be seen as a boon because there is very little 'white space' or wasted page as the text is tightly packed and only 9 pt making it one of the most value for money, page-for-page, products on the market, whether in PDF or print.

The writing is, by and large, hard to criticize. There are some minor spelling errors, a few grammatical blunders, an overuse of the phrase 'Magical Medieval Societies' and some redundant passages, ie. information is conveyed in one sentence or paragraph only to be repeated in the next, but on the whole, these are hardly pervasive errors and nor are they worthy of any real criticism.

Aside from that, the writing is clear and concepts are conveyed in a relatively easy to understand manner. This alone is worthy of praise due to the complexity of the subject matter.

The graphics are almost nonexistent and hardly worthy of mention. If it were not for the front and back covers, I wouldn't.

The tables and methods are of some use however I found them to be somewhat convoluted and a little overwhelming. Although sheets are given to help calculate the various modifiers, I think people will find it far too much of a chore to do absolutely every calculation that is presented and needed and the fact that there are some obscure modifiers scattered throughout the text makes such a job even more difficult.

At first I was quite interested in the various plot hooks and roleplaying notes however upon reflection I feel these are little more than distractions from the main goal of the product, that being to present a method of creating magical medieval societies based on western european culture. At the end of the day, these could have been done without.

What makes this a standout product is, by far, the actual content. Layout and design issues aside, the content alone is worth the measly $10 price-tag. Though I felt the introduction of tables and methods of managing estates and creating villages was a little complex and definitely not for your average gamer, let alone your average DM, overall the content is excellent. As a gaming reference, in-game, it is practically useless however as an out-of-game resource, I would consider it practically indispensable.

No stone is left unturned (literally, they even delve into quarrying...), no magic is left unconsidered, no feudalistic notion left unrepresented, no tax forgotten or peasant labourer left undetailed until you have what, I would consider to be, the most definitive gaming resource for the creation of magical medieval societies, based on western european culture, ever created!

The unfortunate reality is that the layout and execution of the product comes off as somewhat academic and amateurish and the dense nature of the subject matter, and the depth to which it is discussed, make it of little practical use for the average gamer.

However, although many gamers will find this book to be of little use to them beyond a few moments of curious interest, hard-core gamers and DM's and, especially, DM's who are interested in detailing their world to the minutest degree (the index alone will make you weep with sheer geeky glee), should not hesitate in purchasing this product, if only for the explanatory content and insight into magical medieval societies. The $10 price-tag is, quite frankly, inconsequential when the actual content is taken into consideration. I doubt there is a more comprehensive, well researched or well thought out product out there as this one.
 


DDK

Could you say a little bit more about what the book is actually about - e.g. what time frames does it cover exactly, what cultures/countries, etc. What does each chapter roughly cover? It seems interesting, I'd like to know more. Thanks in advance.
 

I'll respond for DDK. He's been banned so he can't. I'd like someone else to do another review because I don't want to be an author that butts into their reviews.

Time frame: High germanic (ie germanic as language group france/germany/england) middle ages.

Chapter 1. Manors. How they work, staff, physical layout and buildings, peasants and peasant life, farming, labor calander to show what work is being done when, peasant lord relationships and law. Core magic and how it integrates into the manor.

Chapter 2. Generating manors. How DMs create manors (layout, income and expense) and how to get your PCs into landownership. What happens after they own land.

Chapter 3. Cities. How cities developed. City physical layout and urban concerns. Politics and power centers. Magic in the city.

Chapter 4. Generating Cities. Check out the free PDF on RPGnow.com. Its this chapter in toto.

Chapter 5. Economic simulator. how to simulate a complex economy using purchasing DCs. Followed by 7 pages of purchase DCs for core (and some new) mundane items to help DMs.

Chapter 6. Religion. How traditional DnD pantheonic gods would interact in a medieval situation. Politics. Describing the functioning of a feudal church. Church heirarchies and organization. Magic and religion.

Chapter 7. Rulers. An extensive guide to feudalism and aristocracy, and government and law. noble education, noble mindset. list of crimes and punishments.

Chapter 8. Generating Kingdoms and aristocracy. Kingdom size, population densities, rulers income, aristocratic income, how to map a kingdom.

Appendix I. NPC demographics extrapolated from core rules.

Appendix II. Generating magical resources

Appendix III. King template

Appendix IV. Building system

Appendix V. A Magical Medieval Miscellany.

*whew* I hope that answers your questions. Please, someone else do some reviews so people know more about the book from a source other than the author.

Joseph Browning.
 

Not, it seems, banned from here though :)

I'm not sure how much more I can go into the content of the book.

As I stated, it is fairly definitive and no stone seems to be left unturned. In actual fact, the index shown above does the work an injustice as it is far more comprehensive than that shows. The actual index in the book, though much like the book itself is poorly laid out (it would've been well served by having each and every section header nested under chapter title and maybe even a second tier of nesting for the sections within the sections), is also like the book in that its entirely comprehensive.

Think of a subject, any subject, that has to do with the creation of a city, village, or nobles manor in a magical medieval society (as for time period, the medieval was fairly brief so I don't quite understand what you mean by this; it's not based on the dark ages and it's not based on the renaissance... there were only a couple of hundred years in-between, IIRC) and it is covered in this book. After a night of engrossing reading I found myself unable to think of any question that was left unanswered or, at the very least, unaddressed, however I did find myself in the position of having learned the answers to questions I didn't even know I wanted answered :)

As I said, it's fairly definitive. What more can one say? The mark of four was given because this book is definitely not average however there are many detractions that make it less than excellent. If you want to know everything there is to know about city/village/thorp/manor/castle building, from taxation to peasant labour to what happens to the dirt that is dug up from all the holes left by levelling and dungeon construction (I kid you not, it goes into DETAIL about even this...), then buy this book. If you want a quick'n'dirty but workable system that you can whip up whenever the whim strikes you, get the Stronghold Builder's Guidebook.
 

I would just like to add that I received a copy of the revised edition (muchly appreciated) and must say that many of my layout concerns, especially the indexing of bookmarks, were not merely addressed, but were made totally redundant.

The indexing is now fantastic and a great boon for the user, especially due to the comprehensive nature of the product.

Art was added to one of the versions (there is a screen & print version) however I feel that ultimately it detracted from the user experience. Can't win 'em all :)
 

This is not a playtest review.

A Magical Medieval Society: Western Europe, is a sourcebook providing an in-depth reference to political, social, and economic structures in a fantasy mediaeval setting.

Magical Medieval Society is a 2.36 MB .pdf file consisting of 145 pages and costing $10. Presentation is fairly straightforward, with a mock fibrous-paper background and a mono decorative margin on one edge. Good use is made of the .pdf bookmarks feature for easy navigation round this large file. Art is fairly infrequent and of an appropriately mediaeval woodcut style. Writing style is engaging, especially considering some of the content type, though those unfamiliar with historical mediaeval terminology might find it a bit tough going at times. Editing has regular minor errors, but does not interfere with the flow of the writing to any great extent.

The three pages of contents gives the reader an overview of what the rest of the product contains, though may be a little unnecessary considering the detailed bookmarks provided.

Introduction: On Setting Concepts
This section looks at the difference between historical mediaeval society and a _magical_ mediaeval society, with some ideas on how to overcome issues of gender, magical communication, non-human races, alignment, and the pervasiveness of magic. There is a table showing the percentage of spellcasters in each type of community, from thorp to metropolis. The central idea of how to deal with the influence of magic on society is by treating magic as a form of technology, and taking account of the changes this technology would have on the lives of people in this magical mediaeval society. The remainder of the book takes this concept and applies it to various different societal aspects of a Western European mid to late mediaeval society.

Chapter 1: On Those Who Toil
This section takes a look at manorial (or feudal) society. The buildings and staff of the typical manor (manor here having the meaning of 'rural estate' rather than manor house) covers aspects such as how many doves can be found in a typical dovecote, and the role of a beadle and a reeve. The differences between a yeoman and a villein are discussed - their legal status and their labour rights. There is also a table showing the various taxes that the lord applies to those who work on his manor. Further detail is given regarding the village of a manor, and focuses on the farming calendar including discussion of collecting honey and wax, the typical yield per acre of various crops, and the gathering of reeds to make thatch for the cottage roofs. Another section takes a comparatively brief look at the role of a castle in this mediaeval picture.

The next section delves into the relationship between peasants and magic, their opinions and superstitions, the extra income brought in by a member of the family having magical power, and the more practical role of magic in everyday life. This last section takes note of the impact such seemingly low-level spells as purify food and drink, cure minor wounds, and mending have on society. The lord may have more powerful spells on hand to increase his return such as paying for a druid to cast plant growth on a regular basis. The chapter ends with three plot hooks based around the concept of peasants and the manor, along with some twists to those plots.

Chapter 2: Generating Manors
This chapter takes an in-depth look at the possibilities opened up by a PC acquiring a manor (usually as a grant from a powerful lord, but other methods are discussed). Detail is given on the sizes of manors and how much income can be earned from the various resources available, such as the incidence of mines or quarries, agriculture, taxes and tolls, etc. It also looks at the expenses of running a manor (alms for the poor, construction, repair, taxes from the over-lord, etc.). An example is given of a group of adventurers taking over a manor, and how the income and expenses are worked out. A Manor Worksheet is provided, which aids players or GMs in keeping track of the changing fortunes of the manor.

Chapter 3: On The Magical Medieval City
This chapter looks at the development of the mediaeval city and begins with discussion as fortifications, taxes, justice, and guilds. Different types of cities are defined such as the free city, the founded city, and the chartered city. The layout in terms of buildings, streets, and wards, is discussed in detail before moving on to outline specific locations such as baths, wells, hospitals, churches, markets, etc.

The next section looks at urban concerns such as fire, sanitation, plague, and crime, particularly in regard to the effects of magic on these aspects (for example, plague took no account of wealth in the middle ages, whereas in a magical society, the rich can pay for powerful spells to cure their ailments). A further section looks at power centres - those who rule communities - including guilds, religious bodies, councils, and lords. The role of adventurers in magical mediaeval city life is also discussed in a fair amount of detail.

The next section looks at trade and economics in the city - pricing, banking, the role of barter, and currency are all discussed. A section on magic in the city, especially the improvements it brings compared to a historical city, are discussed, but the section also looks at magic and the law, and the role of spontaneous spellcasters.

Chapter 4: Generating Towns And Cities
Similar to Chapter 2, this chapter provides means for the GM to design and populate her magical mediaeval community. Structures, income for the king, and the various wards that could comprise the city are discussed. The chapter looks at power centres in terms of Influence Points, which measure the changing influence of powerful people or groups on the community.

A selection of detailed tables offer a chance to define the profession or role of a random member of the city population in any ward and their incidence rate in the community. The same theory is applied to structures in different areas, as well as guilds. A City Worksheet gives a GM a structure in which to note the basic designs of her city and keep track of the power struggles that take place in a community over time, whilst the Power Centre Worksheet allows her to record the spheres of influence and servitors of the major political players in the community.

Chapter 5: Economic Simulator
This chapter offers an optional pricing mechanism for goods and equipment in a magical mediaeval society. The system is based on a DC modified by the rarity of the item, its cost, and the community in which it is for sale, whilst how much the buyer is offering to pay modifies the straight d20 roll. This concept reflects the flexible price points and bartering culture of a mediaeval society. Some advice is also given on creating a fairly complex economic structure by assigning demand and supply centres with trade routes, and assigning modifiers to DCs based on these factors. A lengthy table gives DCs for a wide range of mundane items as well as weapons, armour, etc. The table also lists the gp price so comparative DCs could be extrapolated for magical items and services should the GM wish. I did feel that perhaps the Diplomacy or Intimidate skill (or even Charisma modifier) should influence this system, but the modifiers would upset the balance of the DCs provided.

Chapter 6: On Those Who Pray
Since the Catholic Church was so powerful in historical mediaeval society, this chapter looks at the changes that need to take place to account for the standard polytheistic campaign but also discusses the historical aspects of mediaeval Catholicism applied to a fantasy monotheistic society - in terms of a patron god of a city, region, or kingdom. The influence of intolerance, magic, and miracles are highlighted, and there is discussion of the social aspects of religion such as holidays, rites, preaching, and charity.

The chapter goes on to look at the political and economic influence of the church in terms of taxes, land ownership, and religious laws. Different organisations of religions are explained and discussed such as denominationalism and monastic orders. An example, expounding the aspects previously raised, is given of a church worshipping a neutral good god. The next section of this chapter looks at the role of religion, concentrating mainly on druids, but also discussing evil religions and the dificulties faced by clerics unaffiliated to a deity, and the role of adepts.

Chapter 7: On Those Who Rule
This chapter begins by taking another look at feudalism from the point of the lords who oversee the peasants who work the land for them. These lords in turn make payment in military or other service to a more powerful lord (the lesser lord is known as a vassal of the more powerful lord). The obligations of both parties involved in vassalage is discussed at length, and also looks at the benefits of owning land along with the law surrounding land acquisition (including a section on the effects of resurrection on inheritance and such like). An example is given to clarify how feudalism works in practice. A table is give showing the hierarchy of aristocracy.

The chapter continues by taking an in-depth look at the role of the king and the governmental structures that grew up around kingship to manage and administarte the kingdom - e.g. courts, treasuries, chanceries. The next section looks at law and takes an in-depth look at judicial procedures and philosophies, as well as looking at the different types of law courts that might run in a mediaeval magical society (including the effects of magic upon law). A fairly lengthy set of tables gives a cross-reference between the type of crime, who it is committed upon and by, and the relevant punishment.

Chapter 8: Generating Kingdoms And Aristocracy
This chapter begins by offering advice on plotting size, population, and community placement within a kingdom. It then discusses government, aristocracy, and manor placement. Further detail is provided on the economics of the kingdom in terms of income for the king and the aristocracy. A worksheet is provided to record the features of a kingdom and keep track of the economics.

Appendix 1: Demographics
This appendix expands on the demographics system in Core Rulebook II, by allowing the GM to generate populations with greater or lesser percentages of certain classes to fit their campaign setting using a nuber of tables with variant dice sizes for class generation within a community. The tables also allow for the measurement of influence points. Worksheets are provided to record the results of using these tables.

Appendix 2: Generating Magical Resources
In a magical mediaeval society, payment to lords and other institutions may be made in terms of magical rather than mundane means - potions, scrolls, and other magical items. This short appendix looks at what might be typically given to landowners of various stations.

Appendix 3: Magical Medieval King Template
This is a creature template that uses a HD-based progression system to provide increasing powers dependent on the power of the king. The idea of the template is probably to provide something that monsters can use (to create goblin kings, illithid kings, etc.). To my mind this concept would have been better as a prestige class and with a little work, this could be converted to use as such, albeit with the requirement to provide NPC monster kings with classes to qualify. The king gains such powers as 'Tied To The Land', where the health of the king affects and is affected by the health of his lands, various resistances and a smite attack.

Appendix 4: Building System
This appendix provides a system for building and maintaining structures. The system takes into account such factors as type and size of structure, materials (and transportation of those materials to the construction site), how stylish it is, labour, and magic. Further information is given on renovations and unusual constructions (with brief asides on castle and underground construction), before going into detail about how various magical spells and items can affect the building process on a spell by spell/item by item basism along with some final notes on using monsters to help build. Three examples are given to elucidate the building process/ It then has a table showing costs of the different base structures with the various modifiers in separate tables for carriage, materials, etc. The section ends with a building worksheet to record this information.

Appendix 5: A Magical Medieval Miscellany
This includes exxamples of flavour text giving charters, grants, guild rules, and tables showing various tolls and taxes at a glance. Another section compiles all the plot hooks from the different chapters into one place. There is a fairly comprehensive glossary of the terms used within the product, a bibliography, and an amusing exam to be taken at the end including an "In five hundred words or less..." essay question on the nature of feudalism.

Conclusion:
This is an immense resource for GMs wanting to build their campaigns on the back of fairly accurate information about mid-late medieval Europe, with some good advice on how to integrate the more fantastic elements of D&D (particularly magic) with this historical background. My only criticism of the content would be that for most GMs the level of detail is probably beyond what they need to know to get their campaign setting up and running, but it should always prove a useful resource to return to when expanding on particular areas and helping the GM work through each chapter. The worksheets make life a little easier in this regard, providing a template for quickly recording information that can then be referred to later if necessary. One of the aspects that the book advertises is 'no new feats, no new spells, no new classes' - despite the catchy concept, I don't believe this is necessarily a strength. There were areas that could have done with some original ideas behind them and I felt that the book was at its weakest when providing d20 rules. However, 99% of the book is resource material rather than rules, so its not a huge issue. The mock fibre background was not particularly successful, and may make reading and printing somewhat more difficult. The book is at its strongest when dealing with statistics and generating aspects of the GMs setting - it will appeal most to GMs who like drilling down into the minutiae of their world, but is a good general resource for most GMs and is also an interesting read above and beyond its in-game use.
 

By Duane Nutley, Staff Reviewer d20 Magazine Rack

Sizing up the Target
A Medieval Magical Society is a 145 page on screen pdf or a 135 page pdf for printing by Expeditious Retreat Press and available from www.rpgnow.com for $10. A font, Camberic, is used throughout the text and is needed for the best effect for reading the text. It is hard to differentiate headings without this font. This is the first product by Expeditious Retreat Press and is written by Suzi Yee and Joseph Browning.

First Blood
After reading this sourcebook, the first thing to say is that a lot of effort and research has gone into this work. This is emphasised if one reads the bibliography that is issued towards the end of the book. The book tries to align medieval society as it is known to us through history with magic and other otherworldly concepts from the core rulebooks into a society that can be used by GMs in their campaign world. The artwork looks like medieval pieces and I wonder if they actually are, or if the artist (although there is no mention of one) has been able to capture the feel of old-world pictures. They add further authenticity to the work, though the placement of the art is at times weird and has no real reason to be in that particular spot.

People looking for game mechanic information, eg. Feats, skills, prestige classes, spells, magic items, etc, should not read this book as it contains none of these elements. However all the information inside is 100% OGC. Medieval Magical Society instead aids GMs in “the creation of a generic Western European medieval world consistent with third edition D&D”. Of note here is a Western European feel. In the chapter on kingdoms no “normal” size is given, but the largest kingdom suggested is 600 miles by 600 miles. This is consistent with kingdom sizes of Western Europe.

One bad point is the page that the text appears on. A background or template has been used for the text to lie on. Unfortunately the brown swirls and lines occasionally interfere with the words and this makes it hard to read at times and necessitates concentration to ensure that you understand the meaning of the sentence and paragraph. Hard to determine what constitutes the end of a particular heading or section due to headings being similar or not spaced well throughout the text. If the Camberic font is used, it makes it easier to determine headings as they are of different sizes. The print version contains no art and the background page is gone completely, thus reducing the amount of ink needed to print. If you want to read just the text, I would advise reading this version on screen. If you want to see the art and all, then the on screen version.

A brief overview of the contents by chapter are as follows:
The book starts with an introduction (as to be expected) that informs the reader what the book is and isn’t in terms of what will be covered in between the covers. The main points covered in this short section are common assumptions that are made in the PHB when it comes to medieval society.

Chapter 1 focuses on life on the land and in particular the focal point of any countryside – the manor and its surroundings. A manor in this work is deemed to be a residence where a lord has as the centre point for his holdings. Chapter 2 gives details on how to generate a manor for any given situation. Chapter 3 contains background and known information about cities. Includes what type of buildings and institutions are found within a city. Chapter 4 gives all the nitty-gritty information to generate any type of settlement in more detail than the DMG. Charts, tables and a worksheet take the last 9 pages of the chapter and are to be used to generate in greater depth any settlement from the smallest village to the largest city.

Chapter 5 is titled Economic Simulator and contains 7 pages of availability of items. This section is to represent the flux of demand and availability that any market would have. Chapter 6 is for those wondering how to integrate religion, especially a pantheonistic religion into what was a monotheistic society, into a medieval society. Looks at religion in general and how religion has an effect on society. Chapter 7 looks at the feudal system as it is the one most commonly used in historical Western European medieval society. Looks at the vassalage system and what can be expected from aristocracy as well as laws towards the end of the chapter. Final chapter before the appendices looks at generating a kingdom and uses information garnered from the earlier text to support the generating. An example is given on how to use the tables.

Appendix 1 is concerned with demographics – knowing the distribution of people in a certain settlement. This information is based off the system used in the DMG. Appendix 2 shows how to determine how many and what type of magic items a person of station (as in gentry or higher) might have. Appendix 3 is a template for a magical medieval king. Gains special abilities depending upon level. Appendix 4 is a 9 step process on building structures. 3 examples are provided of which one is an expansion on an original structure. The final chapter is a miscellany of items that did not fit into any other chapter. It includes sample charts, grants, expenses, guild rules, sample tolls & taxes depending on merchandise and just over a page of plot hooks. Glossary and bibliography and exam round off the book.

A few thoughts about the product: The books starts off small and works its way up in size – start with manors, which are lands owned by gentry or higher, then villages, cities and finally kingdoms. Along the way learn about aristocracy and religion and how they affect or play a part in medieval kingdoms and society. Great to see a back cover on a pdf product. So many other pdf products just leave the license as the back page. Back cover says that the book is 160 pages, but with both covers included it is actually 145, so I wonder what happened to the other 15 pages? The small section on kingship on page 89 is quite different to the fantasy view of a successful king. Authors state that for a king to be successful they must continually travel their kingdom to address problems personally. Kings DO receive divine powers in this system as they are blessed by the gods or a particular god and this is further looked at in Appendix 3. If you want to get ahead in magical medieval society you need to know the right people and have the right connections. This train of thought is mentioned many times throughout the book, especially in the power groups section, on magical medieval cities and again in on those who pray. The Economic Simulator renders the prices in the PHB as null and void to be replaced by this new system. The system takes into account the size of the settlement where an item is to be bought, whether the buyer will get it for a stated price, or whether he will have to pay more to get the item. 2 examples are given in the section to make it easier to understand. The system can create headaches for GMs who must roll for every item a PC wishes to buy, but is more realistic than standard prices in the PHB.

Overall this sourcebook is a great resource for campaign world building, even if you don’t want to have a Western European feel. The book looks in depth at the smallest detail – minor land holdings or manors and progresses through all steps needed to flesh out a kingdom. A GM could even conceivably start a new campaign and with this book start the area where the PCs start from and just develop one area. Then flesh out the rest of the kingdom as time and necessity dictate.

Critical Hits
Worksheets for printing off to make it easier to generate all the different options – cities, kingdoms.

Critical Misses
Occasional spelling error, but the main turn off was the background with the brown colour.

Coup de Grace
The depth that the book went into was astounding for a roleplaying sourcebook. Definitely a draw point.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

Elves, dragons, beholders and fireballs aside, most D&D campaigns take place in realms inspired by those of medieval Europe. Unfortunately, no matter how many game supplements you own, you probably have get more questions than answers regarding even the simplest aspects of a medieval kingdom. "A Magical Medieval Society: Western Europe" (AMMS: WE) is a D&D supplement that aims to provide these answers.

AMMS:WE is mostly based on an extensive compilation of historical facts that can give our game a very welcome dose of realism. Perhaps we'd better speak of "verisimilitude" rather than "realism", since we're not told to leave mages, druids, powerful clerics or fantastic monsters aside; the authors try to present them and make them work in a richer an more coherent context. There are some limitations though: from the first pages we're are warned that this book assumes a completely human population. Luckily, it's not hard to adapt the provided material for elven and dwarven kingdoms.

The first two chapters in the book deal with the rural medieval world, and the manorial system. Together they're structured in a way that acts like a recurrent pattern throughout the book: the first gives general information on the subject, and the second gives a system that can be used to generate and use manors in the game. In these chapters the political and economic organization are described, as well as the obligations of workers and nobles. Other interesting details given are a farmer's almanac, the number of seeds in a bag of cereal, the productivity of a field, or the application of magic in harvesting.

Chapters three and four give a similar treatment to the medieval city. The subjects covered are too many to enumerate, but some of them are the dynamics of power centers, relationships with the farmlands, the influence of guilds and magic in the city. The city generation system included is a good complement for any campaign setting that gives the number of inhabitants in a city without taking into account the population density, geographical extension or number of structures. It's possible to use this generator to get the most basic stats of a city, as well as to generate a list of each and every structure in a district. We even get an incredibly extensive table to randomly generate NPC professions, which includes many professions you've probably never came accross before while adventuring in the city.

The fifth chapter presents a variant economical system that allows us to model the influence of supply and demand in the D&D economy. This system can help us avoid the "Shopping mall" syndrome we get from taking prices off the Player's Handbook, as if goods had price tags on them.

The sixth chapter is about organized religion. The authors recognize that there are many differences between the Catholic Church and the polytheist clerical system, but nonetheless get to extrapolate some very useful information concerning the dynamics between organized religion and the rest of the medieval world.

The last two chapters are about power, aristocracy and kingdoms. The distribution of power in the feudal system, the place occupied by kings, the development of government in different types of monarchy and other topics are covered. Another essential but often neglected topic is given a much needed treatment: laws and punishments for different crimes.

The book closes with a series of gaming tools in the appendixes. One of the most noteworthy is a quite complex building system which allows us to calculate the cost, time and other variables to be taken into account when building, rebuilding or remodeling all kinds of structures from castles to taverns. The approach taken is different from the one in the "Stronghold Builder's Guide" from Wizards of the Coast, but the scope isn't any narrower, and even takes into account (like the other book) what the impact of using magic, magical objects and monsters in a construction would be.

As a D&D accessory this book is quite atypical. The authors took greater care with historical facts than game mechanics. Although DCs and bonuses are mentioned sometimes, they're mostly left to the DM's criteria. This is not a book where you'll find new spells, prestige classes or feats, (with the exception of a single somewhat unfortunate template). Although the generation systems given are relatively simple, they assume a bit more capacity from the reader than your typical supplement; neither examples nor redundancy abound, and there's even a table where we're told to roll a d10000. The good news is that the decoupling from the d20 system makes this book useful for virtually any medieval-ambiance game.

This book gives us a warning: the medieval world worked in very different ways from ours, and differences were many times found in the most unlikely places. AMMS:WE can help us add lots of flavor to our game, and surprise our players with the most common situations. Apart from the explicit suggestions we're given, almost every single bit of information can be used as inspiration for unique adventures.

[ For those wanting to take a look, the people at Expeditious Retreat Press decided to make a rather large portion of the book available for free. You can download "A Magical Medieval City Guide", which includes chapters three and four of AMMS:WE from RPGNow (www.rpgnow.com).]
 

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