Burok Torn: City Under Siege

Once, long ago, there was peace. The dwarves of Burok Torn and the dark elves of Dier Drendal fought together against the titanspawn and engaged in mutually beneficial trade. Yet war and betrayal tore these two races apart, and today Burok Torn is a place of sorrow, where the sins of the past trouble the rulers of the present, and the demands of honor drive elf and dwarf toward tragedy. Forced to fight a desperate war to save their wounded god, the dark elves assault the dwarves in a seemingly endless cycle of violence.

Burok Torn: City Under Siege details one of the greatest wonders of the age - the ancient dwarven city of Burok Torn, where rune magic and faith combine to create an indomitable realm. This book also provides information on the mysterious city of the dark elves, Dier Drendal, and the events that have led the dark elves to make war upon their dwarven neighbors. The secrets of the dwarven rune masters are also revealed, along with rules for playing this and several other powerful prestige classes. Game masters in any campaign will find a wealth of information in this book, and players will find endless challenges in the labyrinthine tunnels of Burok Torn and Dier Drendal.

This region sourcebook for the Scarred Lands can also be dropped into any fantasy campaign.
 

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I'm going to be blunt with you folks. I'm not much for dwarves, or their kingdoms. Certainly if you're a huge fan of these underground dwellers, you'll find this book very useful. Burok Torn however is more than just a dwarf book. It's also a book about their foes, the Drendali or dark elves. Unlike the drow of yore, dark elves aren't particular well known or feared, save by the dwarves in Burok Torn.

The cover art shows a huge monster attacking a flurry of dwarves. The interior artwork is decent, but there's no darn map of the place, no cut away to give you an idea of the size/scope of the mountain. For that unfortunately, you'll have to rely on the Scarred Lands Campaign Setting: Ghelspad. The maps here are decent but again I found this lack of major map quite disturbing.

The book is divided up into six chapters and an appendix. The introduction and the preface are both very short.

Chapter one gives us a short but informative look at the history of this place and also the relationship between the two important races here, the mountain dwarves and the dark elves. It also tells of the rift that came between them.


Chapter two gives us an inside look at both the social and physical structure of the city and its inhabitants. Ranging from their eating habits, to handling clan wars, to even dealing with outsiders and their god, this chapter provides us with a deep insight into the character of the mountain dwarves and their home.

Chapter Three gives us a detailed look at the important dwarven personages, ranging from King Thain to his guards and their rune masters. It also gives us a detailed look at the lineage of the kings of Burok Torn.

Chapter Four deals with the dark elves. Here we get to see their lives, their own history and also their unending quest to restore their god and also gain revenge for the wrong suffered by them. Also here we see something of their social structure as well as their use in tattoo magic as well as golems they use to keep the city on the move.

Chapter Five deals with the prestige classes, magics and tattoes made by the dark elves. I will list the prestige classes, but I will say, I found Iron and Stone guardsman in serious need of reworking. They use an existing Prestige class (dwarven defender) to justify making their own as well as for requirements. The others, rune master and tattoo adept are fine if a little powerful. Also in this chapter are dark elf tattooes that can only be used by dark elves.

Prestige classes:

Rune Master (powerful spellcaster that uses runes in place of other magics)
Iron Guardsman (devoted defender of the king's own family)
Stone Guardsman (defender and protecter of Burok Torn)
Tattoo adept (dark elven master/mistress of the art of the tattoo)

Chapter Six details adventures to be found in the city under siege, ranging from finding out the true history of Bridge of Betrayal, to helping them deal with the onslaught by the Calastians.

The appendix details four new monsters and one template.

For those of you looking for something to add your campaign, my best bet would be with the spells, possible the prestige classes (though not Iron or Stone Guardsman), and the monsters. The stuff about how to feed an underground populace also might be of interest.

Overall I found this book, probably at worst mediocere, at best decent. It's not terrible, but I do think it suffers by a lack of forward thinking on the writers part. That plus the lack of a really decent map, hurts the book. I would say though, if you are running a campaign near this place, not a bad guide.
 

Burok Torn: City Under Siege is a city supplement for the Scarred Lands campaign setting, by Sword & Sorcery Studios. It is a 112 page, softcover book, retailing at $17.95. I got my copy from a bargain bin at about $5. The book uses 3.0 rules and conventions.

Burok Torn has seven chapters. The first chapter is a detailed look at the history of the underground dwarven city of Burok Torn, the neighboring dark elves (drendali in Scarred Lands parlance), and the tragic misunderstanding and betrayal that has fueled an interminable conflict between them. As a complete newcomer to the Scarred Lands (this is the only S & S book that I own), I found this chapter to be fascinating. The S & S team has created an innovative and intriguing world, of which Burok Torn itself is only the smallest part, I'm sure. The history and backstory of Burok Torn, it should be noted, is very world-specific, and it will take a fair amount of effort to integrate into other campaign worlds.

Chapter Two looks at the dwarves of Burok Torn, including statistics for mountain dwarves that are somewhat different from those in the Monster Manual. Aspects of dwarven culture, religion and politics are touched on here, and a few key areas of the city are detailed.

Chapter Three details some of the major NPCs of Burok Torn. There are full statblocks for about a dozen dwarven NPCs here. I have not examined them very closely for accuracy or d20 rules adherence, but at first glance they appear to be well done.

Chapter Four introduces the enemies of Burok Torn, the dark elves. Their mobile city, Dier Drendal, is fleshed out slightly, as are the politics and culture of the place. This section, unlike all the other chapters, is written mostly in-character for some reason (likely a different author).

Chapter Five is the "crunch" section. Here we get four new prestige classes, a half-dozen spells, and a group of magical elven tattoos.

Chapter Six contains the skeletons of a pair of adventures set in and around Burok Torn. Essentially, these are just story ideas. No maps are provided, only a couple of encounter areas are detailed, and only a few monster statblocks included.

Chapter Seven introduces a few new monsters, including the cairn hunter (a magical beast used as a guardian by the dwarves), sentinel drendali (constructs which make up the mobile city of Dier Drendal), and the nalthalite template, which is similar in concept to the half-golem of the Monster Manual II.

***

After reading the first chapter, I was all set to give this book a solid 4. I found the history and features of Burok Torn very original and interesting, even if it would be difficult to incorporate into my highly generic and unoriginal homebrew campaign world. However, as I got further into it, my enthusiasm waned considerably.

There are a number of areas where Burok Torn falls short. First and foremost are the maps, or the lack thereof. Only a few small sections of the city are mapped. This book really needed an overall map of the city and surrounding areas. It is very difficult to visualize the geographical relationship between the various encounter areas, or to simply get a scope of the place. For a city book, the map is usually half the appeal, so its absence is particularly striking.

Second, for a book like this to be useful to non-Scarred Lands players, the crunchy parts need to be very good. This is not the case. The prestige classes, put bluntly, are terrible. The Rune Master has almost no requirements (it can be taken by a 2nd level spellcaster), grants full spell progression, good Fort and Will saves, a robust class skill list, and it gives some seemingly overpowered benefits, such as the ability to cast two spells in one round. The Iron Guardsman requires levels of dwarven defender (a design gaffe), and a few obvious feat choices (Power Attack, Cleave, and Combat Reflexes, plus all the feats already in the dwarven defender requirement list). It provides some very strong class benefits. The Stone Guardsman also requires levels of dwarven defender, but provides far weaker abilities than the Iron Guardsman. It is simply an inexplicable design. Finally, the Tattoo Adept may well be interesting, but there is not enough information in this book to actually play one; one also needs Relics & Rituals. This is actually a problem throughout the book. A great many rules from other Scarred Lands books are referred to, but not republished. This is understandable, given the target audience of Burok Torn, but it severely limits the utility of the book for those who are not already Scarred Lands devotees.

The spells and monsters are not as bad as the prestige classes; they are merely uninspiring.

I was also unimpressed with some of the flavor outside of the initial history chapter. One would expect that the evil dark elves, lawful though they may be in the Scarred Lands, would have a political history filled with intrigue, backbiting, assassinations, and the like. Apparently not. In the three-millennium history we are shown, there have been only three kings of the dark elves, all from the same line! Aren't there any schemers with ambition? Hostile factions? Are there any politics at all? The dwarves of Burok Torn have a similarly drab political history, having more and varied rulers only by virtue of their shorter lifespans. The underground city of Dier Drendal itself shows a lack of imagination, laid out in perfect geometric style, with no interesting locations or features, other than the fact that it moves (which I find a little silly, and simply a contrivance to keep the dwarves from finding the place).

On the positive side, the artwork is all top-quality, the writing and editing of the book are excellent (I found only a few minor typos), and the backstory of the city of Burok Torn is extremely interesting and thought-provoking. However, for those who don't play in the Scarred Lands, this book will likely not be very useful. The flavor is very, very world-specific (gods are literally running around the countryside), and the crunch very badly designed. If you play in the Scarred Lands, this book is a 3. Otherwise, a 2.
 

You know, I saw the 2, immediately disagree with it and continued reading the rest of the review to find just why you gave it a 2.

After reading through it, I'm not so inclined to disagree. I personally enjoyed the heck out of Burok Torn, but that's namely for the background and history. The mechanics, however, are almost universally poor in the Scarred Lands books.

I will note, however, that the dark elves gave me the impression their shift to evil only happened after or during the Divine War. Of course, this raises a few other questions, like why they worship a Lawful Evil deity, but all the same, I'm not sure they were always quite so evil - thus why they don't appear as such in their write-up.
 

I didn't think I was going to give it a 2, either, since I really did enjoy the first chapter, and I am actually very curious about the Scarred Lands now. But as I went on, I found the book more and more unimpressive. If average-quality books are supposed to get a 3, then unfortunately I have to mark this a 2.

Interesting about the dark elves. I came away with with the same impression, but I don't remember seeing it outright. I may have just missed it. But anyway, even if they weren't always LE, having three rulers over the course of a few thousand years seems a little, um, unlikely. It's hardly the most important thing about the book, but it's indicative of an overall failure of imagination in that dark elf chapter. Which is weird, because the SL setting in general seems to be highly imaginative.
 

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