Calastia: Throne of the Black Dragon

During the Druid War, Calastias faithlessness almost brought disaster upon the Divine races. Today, under the despotic rule of King Virduk, the land of the Black Dragon once more threatens the peace and stability of the Scarred Lands. Greedy for land and power, Calastia has conquered or subverted all surrounding kingdoms. Virduk remains as cunning as ever, but now he is aided (some would say controlled) by his beautiful queen Geleeda who seems every bit as diabolical as her husband. Calastia: Throne of the Black Dragon shows exactly how formidable a foe this realm can be.

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

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In the wake of Vile Darkness and all the online controversy that's been sparked because of it, a few might not have seen on the Sword and Sorcery homepage or heard about this this sourcebook. After all, how many people know much about a country that while steeped in evil is also a law abiding state, devoted to a dark god, Chardun, but also involves ideals of "chivarly and honor."? So now it's here, and I have to admit, while not vile darkness, it's certain a mature look at evil and law, especially how they work together. But I digress. Let's start with the look see.

The cover art has, for those uninitiated to the Scarred Lands, Geleeda, Queen of Calastia casting a powerful spell, with Virduk looking on, stern and unyielding, while the spell kills/immolates one person while a horrified cleric with a smiley sun looks on. While not the most flattering picture of Geleeda, the book does at least show some of the nature of the book.
The interior art is above average, with some notables as the picture of Margret the would-be Queen of Calastia and the Duke of Rhofair, as well as the Blood Monsoon picture with the Piscean rising out from the deep. The maps in the book are exceptional, in terms of them being well placed. Some might call for a fold out, but I don't really see the need IF you are familiar with Calastia and it's surrounding areas. There are maps of all the major duchies plus a map of Vashon, capital of Calastia.

The book is divided into four chapters, and appendix, plus a preface and introduction.

The book opens with a Preface from Joseph Carriker, discussing how the people and the land of Calastia, while evil, turn many such assumptions about evil and oppression on it's head. That these assumptions are based more on the treatment of it's foes than the people. After all, your foes will ALWAYS bad mouth you. The people that live under Calastian law though, are better fed, better educated as well as well protected. Ask a citizen about living in Mithril, and he'd take living in Calastia any day, what with the sailors telling him about how the paladins do go out and slay titanspawn and defend outlying villages, and yet people in their mighty city starve. This was a nice little piece and certainly I think necessary to help set the tone of the book.

Next comes the introduction, which serves as a way of giving us the ideas behind the book. I think the best line for this chapter comes from the opening page "While other nations' political pundits would have it otherwise, Calastia is not the Evil Empire." That doesn't mean there's not evil in this book, but it's subtle. The introduction makes a good point in that heroes and anti-heroes can work well here, as long as they don't break any laws or fall away from traditional Calastian ideas of hard work and self-sufficanicy. In that we can see that while the laws often serve the country or a few upper class individuals, there is still room for growth and promotion, via basic adventuring or even just political intrigue. One thing I do agree with that worth mentioning from this introduction, is this little quote "The Scarrd Lands is a high powered setting, so feel free to go over the top." This to me typifies the book as well as the setting. It's a rich sweeping epic where good and evil, order and chaos compete in a game of who get's the better licensing deal. The book itself though is more about. "This is place where heroes can thrive...but be wary about who you trust." Something I believe who heartly about this setting. Be careful who you trust. There's also a really great map of Calastia in this section and probably one of the better drawn ones. Certainly this will come up again as we move through the book.

Chapter One gives us a little geo-political look at the make up of Calastia. Here there are six main duchies, Arminoff (home of Vashon the capitial city of Calastia), Chandelvine, Golehest, Jandalore, Turrows, and Varuba. Each of these duchies has different tasks, and resources important to country as well as the Hegemony at large. Each is controlled duke/duchess who has his/her own ways of doing things, but all answer to Virduk when they meet in the Mirror Court. These duchies are broken down in much the same way the countries are in the Scarred Lands campaign setting, (Population numbers and percentages, primary resources, the ruling duke/duchess, and major settlements). Next is the Topographcial look, which has some of the natural and unnatural sites. Geleeda's Grove (formerly known as the Fiendwood), and Lake Vashon are here, but new comers might be interested in a newly discovered ruins of Ophidiseth, in the Golehest duchy. Or perhaps the Gifts of the gods, a series of islands off the coast of Calastia that have yet to be fully mapped or explored. They call it the Gifts of the gods due to the national myth that Denev gave this a sign of her loyalty to the gods. Course there are more than eight islands but who knows...a new god might waiting in the wings? My favorite would have to be the mention of the Crucible of Mesos, training grounds for mages and those wishing to serve in the armies. There they are trained and refined, until some lucky few become TRUE Calastian Battlemages. The Crucible will get a much deeper look as we move long but for now, it's a nice little set up.

Chapter Two gives us a more detailed look at the history of the country. What's most interesting is that the author makes few apologies for the glorifying of Calastian might, simply because they see history as a series of either successes or failures. Thus since Calastia is the strongest of all the nations, they certainly see themselves as being far superior since they are united and stronger for their state identity. Probably my favorite part was the start of the kingdom with Gudrhed, and his succession after death. Also another interesting aspect is Gudrhed's descendent of sorts, Delsiuk's family. More I don't want to give away but let's just say you come out of this feeling like you've read something that reads part propoganda, part history book. Certainly it proves that history sometimes IS proproganda.

Chapter Three deals with the people. Here we get to see the treatment of the peoples, from the lowest commoner to the high born. Also we have a more indepth look at the race relations between the predominantly human aristrocracy and the rest of the low borns. Basically unless you have some human in you, or you're a halfing, don't expect a very warm welcome. The book also gives us some random physical characteristics if you're a human in Calastia. The next section of the book deals with faith. It's interesting to see that there ARE elements of agnosticism in this country but don't expect that to mean you'll get much sympathy from the locals if you go around disparging the gods. They will take it personally. The low born do make Chardun apart of their lives, even if it's not always for the right domains. Example, a peasant might pray to Chardun for good harvests. While they acknowledge the other gods, Chardun becomes more of a household figure, taking up more and more places as they see the order he brings protects them from the ravages of the outside world. Most of the military though have the more traditional blackhearted approach to worshipping the Slaver, but even so, it's nice to see that they do take their god seriously, or at least enough to give lip service to him. We also look at the other gods, most prominant being Hedrada (being a lawful god, there's not as much antipathy, but still some regard this as a lack of faith in their leaders), Madriel (goddess of Harvest would make a showing here folks) and even the titaness Denev. The other gods are seen as being too unpredictable or soft, especially regarding the chaotic natures of Vangal, Enkili and Tanil. What's interesting to note is that they also despise Belsameth and Vangal, seeing them as serving no one but themselves. This doesn't mean they disparge those gods, but certainly don't expect many large shrines to them. There is also much on the customs and traditions, discussing official holidays, such as the King's and Queen's birthdays, Commemoratus, a military holiday celebrating the might of the Calastian army, Fast of Madrer, commentorating the sacrifice of fasting by farmers so that wheat and rye could be grown in much greater quanities so they could be sold to other countries, and Vash- Chardi, commemorating the day the country adopted Chardun as it's patron. The customs are neat, such as the national custom of not carrying weapons openly (it's alright to armed but don't expect to be well liked if you're not a member of military or one of the two main mercenary companies, the Legion of Ash or the Legion of Crimson) as well as the local custom in the duchy of Arminoff, where it's considered rude to eat a certain crop before it's been taxed or given in tribute.

Chapter Four gives us a great detail of each of the duchies and some of the major stopping places, like large cities or towns of import. Along with them are encounter tables such as the one for general encounters inside Calastia, or in Geleeda's grove. While I could go into greater detail for each, I think it's safe to say, you'll find a plot hook in each place, and that there's something for every DM. Also in this section in more detail Geleeda's Grove and Ruins of Ophidiseth. I also think some people when the read about what's going on in the heart of the Geleeda's grove will probably go "Eew." I know I did.
There's also a section on power groups inside Calastia's borders. One of them, the Kilharman League, is actually a bunch of displaced nobles with connections to various regions. They use their connections to become a kind of mob family. That's right folks, the city of laws DOES have it's own crime family. Also in here is the mention of the Calastian Military and the Calastian Battlemages. Overall I'd say this is the strongest and most fascinating part of the book.

The appendix concludes with a couple new feats, six new Pr-classes, five new spells, and a look at the prominent characters in this realm, mainly Virduk, Anteas, Geleeda and Geleeda's champion, Guylan Gavirel. Anteas has been updated to reflect the use of the Calastian Battlemage Pr-class. To give you an idea of what's in here, I'll give you a brief look at each of these.
The feats here are as follows:

Battlemage training: Allows them to gain access to the training needed gain the power of the Calastian battlemage as well as +2 on all Concentration and Spellcraft checks

Noble Immunity: Allows for a character to resistant to poisons. (Apparently the nobility enjoy their poisonings. :))

Kiss of Mesos: Effectively gives the character immunity to the heat effect generated by arcane spells in the Scarred Lands, but also loses the endure elements ability.

Thousand Chain Style: Allows for the wielder to use the spike chain as dual weapon but also can give the character a bonus to his AC if he uses his off hand in a defensive manner, or as a second attack (counting for ambi-dexterity)


Next are the Pr-classes which are as follows:

Calastian Battlemage: wielder of arcane magics as well as compentent solider. Can also be probably the best at counterspelling any spell toss at him.

Dragon Knight: Elite riders of mock dragons, they gain a great bond with their mount as well as giving their mount more power.

Halfling Stalker: Probably better than most other rogue type pr-classes, great at attacking from afar as well as sneaking up and disabling guards.

Kilharman League Envoy: A made man, with connections every where as well as being a good rogue type.

Monk of the Sacred Chain: Master of Chains better look out, this monk Pr-class makes Master of Chains look like an amatuer. With the Monk's Spike Chain mastery ability, ability to infuse with a lawful/unholy power type deal, and also very well versed in being able to withstand enchantment spells, this one I expect will see a lot of people wanting to use more than WotC's version.

Thorned Purifier: Chardun's answer to dealing with the unfaithful as well as being torturers. These lawful evil types ensure that if any are not diligent in their pursuit of the slavers goals of order through domination and success, they will be put to the test.

The new spells are as follows:
Crown of Thorns: Can aid a caster or hamper a target
Naligod's Consumption: Causes the target to lose hit points by having it's body eat itself to death
Purge the Taint of the Fallen: Apparently used in large scale battles, this spell causes bodies and blood to burn at very high rates.
Scourge of Obediance: Helps to create a special collar to enslave the target.
Ulica's Dweomer of Protection: Causes a small field of magical energy which can negate the effect of one school of magic.

For those of you looking for something outside of the Scarred lands, I think the best bet for use is probably the appendix section, if you wish to use the book. The other stuff that might be of interest to you is the social structure, as well as how slavery is handled in Calastia. That plus the Mirror Court (if only for ideas on how to handle assassination attempts without fear of retribution), might be the most mallable parts. Certainly there might be other interesting sections, such as the village of Keress-lin where no one born there can speak, or the town of Whitford where they made a deal with the Pisceans generations ago, but fear retribution from them, are probably some of the more colorful aspects of this book.

Overall, I felt very drawn to the book. I didn't much care for the writing styles but the sections on the duchies, the customs and traditions in Calastia, along with views of religions and self-service all served to entrance me to this book. While it's not without faults (I'm not sure I'd make the Calastian Battlemage that good at counterspelling) I STILL found this book enlighting and revealing to the character of the country. Certainly it will help in planning for any further intrigue and campaigns I might have in this country. So for now, I bid farewell to Calastia, but know that I'll be coming here again soon.
 

There seems to a slight editing problem - when you are describing feats, the list suddenly 'morphs into a list of PrC's. Quite confusing when reading it... =)

Good review otherwise and looking forward to read the book.
 


Calastia: Throne of the Black Dragon

Calastia: Throne of the Black Dragon is one of the various regional sourcebooks for the Scarred Lands setting by Sword & Sorcery Studios. Calastia is a major militant nation said to be the single greatest threat in the Scarred Lands after the titanspawn.

Calastia is written by World of Darkness developer Justin Achilli.

A First Look

Calastia is a 120 page perfect-bound softcover book priced at $17.95. This is relatively inexpensive for a book of this size.

The cover of the book depicts a King Virduk and Queen Galeda of Calastia in their throne room, with the queen casting a baneful spell on a hapless visitor. The cover art is by Jim Nelson.

The interior is black and white, featuring artists John Bridges, Melissa Uran, and Tim Truman, and cartographers Rob Lee and Ed Bourelle. The artwork varies from mediocre to very good. Rob Lee is, as usual, an outstanding cartographer. Also as usual, I am rather unimpressed by Melissa Uran's sketchy, sloppy-looking artwork.

The interior text density is high, with a conservative sized font, and closely spaced lines and paragraphs.

A Deeper Look

Calastia is split into four chapters plus an introduction and an appendix.

The introduction sets forth the basic concepts behind Calastia. The author boasts that Calastia departs from traditional fantasy in that it has both a tyranical ruler and a comfortable populace. I'm not too sure how different that makes it save versus the most melodramatic and cliche settings. Suggested adventures in Calastia include intrigue and possible backstabbing to get ahead.

The first chapter is entitled Calastia at a Glance. It covers the major topological features of Calastia, along with its duchies. Each duchy features a coat of arms, along with a few paragraphs characterizing the duchy and its ruler, plus general details on the major settlements, population, and resources in each. There are a few adventure ideas embedded in the descriptions.

The second chapter, The Dragon's Tale, outlines the history of Calastia, from the time deep in history when the region was a province in the legendary empire of Lede, through the ascension of various kings, to the rise of king Virduk, the so-called Black Dragon. As you might guess for such a treacherous figure, Virduk ascended to the throne after he disposed of his ineffectual father. While Virduk was treacherous, he also paves the way to recovery of his beleaguered nation.

The third chapter, Denizens of the Dragon's Lair, outlines details of the people of Calastia. The humans of Calastia have swarthy complexions and have green, gray, or hazel eyes. As with other Scarred Lands products, humans may take a set of racial modifiers in the place of their bonus feats. For most Calastians, this is +2 to charisma and -2 to wisdom.

The chapter also defines the role of other races in Calastia, which is rather marginal. Except for Charduni, dwarves are rather rare and marginalized in Calastia. Elves are outright despised, and halflings are simply not taken seriously.

The primary faith in Calastia is that of Chardun, the militant lawful evil deity of the Scarred Land. This should help provide a picture of the militant, tyranical nature of the nation. Other faiths are discussed as well, including the inevitable worship of titans.

Calastia has a comfortable style of living compared to other nations in Ghelspad, keeping in mind that the rest of the world is still recovering from a huge cataclysm. Calastia is still a very strict nation with strict laws and harsh taxes.

The fourth and largest chapter is entitled Throne of the Black Dragon. It goes into deeper details of each of the major regions of Calastia, complete with maps, details on settlements, and encounter tables. Many settlements have a number of well-developed adventure seeds. One of the more exotic locales is the village of Keress-Lien, in which everyone is born mute. The sinister secret of Kress-Lien demonstrates what a fiendish place Calastia really is despite its face of decency.

The chapter also describes a few sites such as the grove of Galeda and the Ruins of Ophidiseth, an abandoned city built by an unknown race. Finally, the chapter provides some details of some secret societies that have a strong influence in Calastia, such as the Kilharman League, a group of nobles displaced by the reorganization of power in Calastia that turned to organized crime, as well as the Calastian military and Calastian Battle-Mages.

The appendix provides more rules-related material including new feats, prestige classes, spells, and important NPCs.

New feats include Battle-Mage Training (a dual skill enhancer that provides a +2 to concentration and spellcraft checks) and Thousand Chain Style (a signature style of a order of monks devoted to Chardun that allows the user to wield a spiked chain as a dual weapon instead of a reach weapon.)

The prestige classes are:
- Calastian Battle-Mage: The Calastian Battle-Mage has full spell progression, moderate attack progression, and a number of abilities that enhance their combat prowess such as reduction in arcane failure percentage in increasing range of spells. The good class abilities and attack progression are probably too good to warrant a full spell progression.
- Dragon Knight: Dragon Knights are elite members of the Calastian military that ride mock dragons. Their class abilities allow give them a good synergy in combat with their mount.
- Halfling Stalker: Another elite member of the Calastian military, Halfling Stalkers are specialized in guerilla tactics and missile weapons.
- Kilharman League Envoy: A member of the Kilharman League, the envoys are highly placed "fixers" with a talent for navigating the Calastian underworld.
- Monk of the Sacred Chain: Members of the Order of the Sacred Chain, Monks of the Sacred Chain are devoted to Chardun. Monks of the Sacred chain continue to improve their fighting style with the spiked chain.
- Thorned Purifier: The Thorned Purifier is a cleric of chardun specialized in interrogation and torture.

NPCs defined in the appendix include King Virduk, Queen Galeeda, Anteas (master of the Calastian Battle-Mages), and Guylan Gaeth Gavriel (Galeeda's champion.) Some of these statistic differ from the statistics that appeared in other products. For example, Anteas was not originally defined as a member of the Calastian Battle-Mage prestige class as it did not exist when The Wise and the Wicked was printed.

Conclusion

Generally, Calastia delivers a good amount of material for the money. The writing is clear if somewhat dry. If you want to run a game in Calastia, it is an essential resource. However, the book failed to capture my imagination the way that other books in this series (like Burok Torn and Hollowfaut) enough to make me want to run a game in Calastia.

-Alan D. Kohler
 

Well while I agree it's not the strongest book in the regional series, Alan/Psion, I do think there's some good adventure seeds in Chapter Four. Not quite sure I'd agree with your inclination to take away spell progression from Calastian Battlemage. After all, they should be able to fight and cast spells. Otherwise I agree with everything else you've said. I would add the change for Anteas, is not just his class levels, but his battleblade. (Which is fixed to just do flaming and icy instead of act as such weapons.)

I will say though this is an evil place, it's also a lawful place, which is something people might consider in retrospect to say a place like Shelzar. (Which I think you'll probably like better. :) Dave Broham, who did the first Vigil Watch: Warrens of the Ratmen, authors this one due out in March 2003. In any case I liked it and I think my review stated as much.
 

"After all, they should be able to fight and cast spells."

Sure they should. But they have to spend the levels to get it just like everyone else; nothing justifies this "shortcut to power." When a class is so clearly more potent than a core wizard, it is too powerful.
 

Heh. I always get a chuckle over some of your SSS reviews. I find Melissa Uran's artwork to be my favorite in the SSS books (especially in R&R2)! Artwork seems to be the one thing in RPG books that virtually no one can agree on...
 

Not sure it's CLEARLY potent than the core wizard. I mean while a Calastian Battlemage can cast in armor and do some decent fighting, a core wizard can still cast a lot of spells AND have access to more feats. I will say it's very powerful and certainly able to counterspell a lot.
 

Blaine wrote:
"Not sure it's CLEARLY potent than the core wizard."

It gets as many spells as a core wizard, better attack bonus, and a selection of class abilities that more than makes up for lost feats. I definitely think it is clearly better.

Arnwyn wrote:
"I find Melissa Uran's artwork to be my favorite in the SSS books (especially in R&R2)!"

To each their own, I guess! She has some decent pieces (like the grim reaper in Denizens of Darkness and a few othters), but most of her work is quite simply sloppy-looking AFAIAC.
 

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