Book of Strongholds and Dynasties
By Adrian Bott
Mongoose Publishing product number MGP 8801
256 pages, $34.95
Book of Stronghold and Dynasties is the first in the new "Classic Play" series by Mongoose Publishing, each volume of which (according to the back cover of this book) "covers one field of central importance to any d20 game in unprecedented depth and detail." That's quite a mission statement - fortunately, for this first book in the series, at least, it's not just hyperbole.
Book of Strongholds and Dynasties is chock-full of just about everything you'd ever need to know about building a stronghold and running a government, and even throws in a chunk of how to game large-scale warfare to boot.
The cover, by Ralph Horsley, depicts an invading army converging on a multipart castle. Detail is very good on the castle, which is intricate enough (in my mind at least) to relegate it to "fantasy castle" status, although I'm certainly not an expert on the subject. Ralph uses a lot of browns and dark colors in the depiction of both the castle and the army, but this is contrasted nicely against the lighter clouds. The title is nice and legible against its background, something that has been somewhat troublesome in a couple other recent Mongoose books I've seen.
The interior artwork was done by 18 different artists, but surprisingly (in a book this size), there are only 68 black-and-white illustrations. I suppose buildings and government does not necessarily make for exciting drawings, which may explain both the relative infrequency of the artwork and the "best-fit" look of some of it. In many cases, it looks like the Mongoose staff grabbed whatever existing artwork at least "sort of kind of" fit the subject at hand. For instance, the artwork accompanying the details of a government's Admiral of the Fleet is that of a ponytailed sailor at the wheel of a sailing ship. He looks much more like a swashbuckler or a pirate than an Admiral; at the very least he's probably the World's Youngest Admiral. Likewise, the illustration of the Treasurer on page 157 is the same picture of a scribe from
Tomes and Libraries. The drow with a chained, fleshcrafted slave from
Sheoloth: City of the Drow is used here to depict a "Police Action" of some sort (presumably we're to believe the drow is a member of the police force and the hideous, clawed monstrosity is merely a criminal). The hunted deer from
The Quintessential Ranger shows up here in the section detailing food production and storage. None of this is necessarily bad; it merely shows that the emphasis was not placed on the artwork in this book.
I should also mention that besides the 68 pictures, there are also numerous diagrams of building features. Some of these are top-down representations as you'd expect to see on a map; others are mere grids of various sizes. I can understand that it's a great idea to take a "generic approach" and explain how much it costs for (to use an example) an 80-ft. by 100-ft. house without going into detail about how the rooms inside are laid out, but I'm less able to see the advantage of printing a blank, rectangular grid of squares representing such a generic house. (Incidentally, the grid is off: it's only 80 ft. by 90 ft.)
Finally, one last artwork-related comment: it looks like the "Classic Play" line gets its own new "border art" along the top, bottom, and outer edges of the page. Oddly, the artwork here consists of dragons - perhaps the second book in the line,
Book of Dragons, was planned first?
Book of Strongholds and Dynasties is laid out as follows:
- Introduction: explaining the "Classic Play" series
- Strongholds: An Overview: a look at who traditionally needs strongholds
- Before Construction Begins: basic considerations to make before building begins - coming up with a plan, finding a suitable site, considering accessibility, defensibility, stability, resources, the advantages and disadvantages of building in a city as opposed to the wilderness, buying labor and resources, clearing the area, and using magic to aide you
- Basic Buildings in Earth and Wood: simple earthworks like moats, ditches, embankments, and mounds; simple wooden structures like palisades, towers, forts, bridges, shacks, log cabins, and tree houses; simple stone structures like walls, cottages, and outbuildings
- Intermediate Buildings: roads, partition walls, metal fences, houses/shops of various sizes, industrial buildings, bridges, bathhouses, windmills, wells, civic buildings, mansions, lighthouses, mausoleums, churches, temples, cathedrals, prisons, and amphitheaters
- Fortifications: the tougher stuff - fortifies walls, gatehouses, fortifies manors, tower houses, square and round towers, border forts, square and round keeps, castles, and stone domes, with a sample "harbor guardian" stronghold
- Extraordinary Strongholds: building with unusual materials, such as near-invisible crystal, ice, or iron, or building in unusual ways, like halfway up the side of a cliff, or filling your castle with clockwork mechanisms, or on a cloud, in a cluster of trees, or even inside an enormous skull!
- Additional Stronghold Features: alarm systems, armories, beacons, carpeting and wall coverings, clocks, combat rooms, doors (secret and mundane), fire escapes, glass features, heatstones (very useful!), ice rooms, illusions, invisible features (like bridges!) ladders, lever and/or magical and/or puzzle triggers, lighting, mechanically or magically powered features, metal features, moving masonry, portraits, sliding poles, statues, stone features, teleportation pads, terracing, torture chambers, traps and trapdoors, turnstiles, voice-activated locks, water features, weightless masonry (now there's a cool idea!), windlasses, and wooden features
- Offensive and Defensive Features: everything from animated weapons to magic barriers, spell-resistant doors and/or walls, force screen generators, and liquid projectors
- Underground Strongholds: building (or carving out) underground structures - from simple tunnels to stone chambers and the importance of columns
- Powered Strongholds: Using a power source (from boilers, elementals, dragon breath, golems, lava, lightning, sunlight, treadmills, or water) in your stronghold
- The Mechanics of Government: using regime sheets and province sheets (provided in the back) to run an empire
- Resources and Goods: the various resources any area might contain, and how to convert them from raw resources to finished goods
- The Power Structure: inner circles, councils, and government positions like Captain of Armies, Admiral of the Fleet, Chief of Defense, Treasurer, Private Secretary, Chief of Police, Foreign Secretary, Minster of Public Works, Minister of Agriculture, Minister of Health, Head of Intelligence, Chief Justice, Information Minister, Minister of Magic (shades of Harry Potter!), and Minister of Religion, each with special powers
- The Art of Governing: different governmental systems (despotism, monarchy, high kingship, republic, theocracy, magocracy, plutocracy), the effects of corruption, various actions that a government can take when dealing with its citizens, neighbors, and enemies
- The Seedtime and the Harvest: food production, population growth and loss
- Trade and Taxation: trading with other regimes and the different kinds of taxes
- Warfare: the basics of recruitment, training and deploying soldiers (including mercenaries), plus a section on war machines
- The Open Mass Combat System (v2): a wargame-like system (using miniatures or counters) for determining the outcomes of large-scale battles
- Designer's Notes: Adrian Bott explaining what he wanted to do with this book
- Index a handy, 6-page index
- Regime Sheet for tracking information of a given country or region - council members, taxes, treasury, etc.
- Province Sheet for the DM to track information on a part of the country - resources, structures built, factions, etc.
I'd like to start off by observing that there has been a remarkable change in the quality of the proofreading and editing of this book. I have complained in the past that several Mongoose books had what looked like "spellchecker editing" - if the spellchecker program didn't catch the error, then it made it into the book. At 256 pages,
Book of Stronghold and Dynasties is the largest-sized Mongoose book I've seen, and there are only a small handful of punctuation and grammar mistakes; much, much better than Mongoose books half, a quarter, or even an eighth of the page count as this one! Kudos to proofreader Ben Hesketh and editor Richard Neale for a job well done.
Of course, there are still areas that need improved upon. Throughout
Book of Stronghold and Dynasties, spell names and the phrases "Core Rulebook I/II/III" are not italicized as they should be. There seems to be some confusion about which is correct, "Knowledge: Architecture" or "Knowledge (architecture)" as both formats are used in the book. (For the record, it's the latter.) There were even several instances of the phrase "Knowledge (Knowledge (architecture & engineering)" being used, leading me to believe that it's a "find and replace" error. Also, there were numerous headings that should have been in bold; nothing too bad, but together they suggest some areas that could use some attention in further books.
As far as the actual material goes, though, Adrian has done a simply outstanding job of producing easy-to-use but comprehensive rules for building just about any structure possible and governing a region. This is (as Selvarin pointed out in his review) pretty much three books in one: building strongholds, governing nations, and large-scale battles. In addition, Adrian wisely declines from covering ground already covered elsewhere, pointing the reader to
Tomes and Libraries for details on libraries and the upcoming
Encyclopaedia Arcane: Sovereign Magic (both of which he wrote) for details of those subjects, which dovetail rather nicely with this book.
I was very pleased to see some of the "fantastic" ideas thrown into the mix, since
Book of Stronghold and Dynasties is primarily for use in fantasy RPGs. There have been several RPG books on castles before, but never before do I recall concepts like see-through crystal, weightless blocks of masonry, or rule systems for powering your castle's traps from a dragon's breath weapon or a golem on a treadmill. The sidebar on using a
lyre of building in a construction project, and the dwarven view on such devices, was simply brilliant! Adrian's managed to view the construction process from all angles. He's even managed to get in some humor in what could easily have been a very dry subject; as an example, look at this:
"A freestanding conservatory can be used a s a summerhouse, or as it is sometimes called, a gazebo. This should not be confused with the enigmatic monster of the same name."
I was also pleased to see some maps with gridlines in this book! I don't recall having ever seen gridlines on a Mongoose map - now all we need is a scale and we're all set. (For the record, it looks like they're using the standard "one square = 5 feet" scale in the maps in this book.)
The government section was nicely done; although I've never used such rules in my own games (nor doubt that I will - my campaigns aren't at such high levels that the PCs are rulers of a country), I can see just by reading through them that they look like they'd get the job done. I was particularly impressed with the description of the various high government officials (Captain of the Armies, Minister of Magic, etc.), and the various powers they (and their staffs) wield in a regime. Again, Adrian's found a nice middle ground between "too simplistic" and "too complex," managing to create a ruling system that's both comprehensive and easy to use.
I haven't seen the original Open Mass Combat System from
The Quintessential Fighter, so I can't compare the updated version to it (or to other such systems, such as Malhavoc Press's
Cry Havoc), but again it looks like a simple system to use, yet covers all of the bases.
All in all, I think
Book of Stronghold and Dynasties does a great job of providing what it advertises. I hope the other "Classic Play" books in the series end up this good. I rate this book as a solid "4 (Good)."