Champions of Valor
Written by Thomas M. Reid and Sean K. Reynolds
Published by Wizards of the Coast
www.wizards.com/forgottenrealms
ISBN: 0-7869-3697-5
Hardcover
160 full color pages
$29.95
Champions of Valor is the latest supplement in the Forgotten Realms series. Written by Thomas M. Reid and Sean K. Reynolds, it brings new background and game mechanics to the setting.
Like many of the Forgotten Realms series, this hardcover boasts some of the best layout and design in the industry. The pages are designed to replicate an aged scroll fell and capture it well. Page numbers are on the bottom in the middle of the page while chapter headings are at the top of the page. Interior artists include fan favorites like Jason Engle, William O’Connor, Wayne Reynolds and Wayne England among others. While the book has no index, but several pages of ads, it does use a very complete table of contents to ease navigation.
Broken into six chapters, Champions of Valor starts off with a quick introduction. This includes some notes on good in the Realms in general. For example, there are more good deities then there are evil deities. An interesting observation to be sure, but the coverage of divine or near divine powers, seems to suggest otherwise as demon lords, devil lords, and other races, like Mind Flayers, whose whole pantheons are in essence evil, aren’t really being counted. And some of those gods who aren’t evil or good, like Tempus, have powerful followers in their own right.
Also included are a notes for players and game masters. One bit of advice that should probably be repeated in every game product is that it’s up to each game master to customize the Realms for his own use. Don’t worry about what the novels talk about. Let the players be the stars of the campaign. For players, there are some ideas on how they can take the core classes and apply heroic concepts to them using some real world concepts.
For example, it notes that unarmed combat has been around for over a thousand years and mentions a few heroic style monks such as Li Mu Bai from Crouching Tiger, Hidden Dragon and gives a reference to the Forgotten Realms Campaign Setting for curious minds to look at various monk orders.
The introduction does a nice job of setting the tone of the book. Showing that even when all members of a party are good, doesn’t mean that they’ll get along, as well as notes on some of the dreaded game elements that may crop up like killing or capturing an enemy.
There have been some rumblings about Wizards of the Coast including some supplement information on other races from the Races of series. I don’t see how a paragraph or two of detail on placing the Goliaths, Illumians, or Raptorans into your campaign is going to break the book.
For me, I’d rather see more stuff like this. It gives me some idea on where these new races might be suitable. Some argue that how do you change history to accommodate these new races? In some cases, it doesn’t matter. When introducing new character options, it’s the rare player who wants to poke holes in a campaign’s history as opposed to enjoying the new material allowed in the game.
The chapter ends with a quick list of fifty things for valorous characters to do. These are little sentences that are ideas. For example, “Stop a Cyricist plot to murder the firstborn of all good priests in Waterdeep.” Good but something I’m glad is a sidebar.
Chapter one starts off with character options. Begining with regional backgrounds, each background is a detail of the character’s history and includes region permitted, automatic languages, bonus languages, favored deities, regional feats, and bonus equipment. For example, you could be a knight squire from any region where martial knights support the government. The only bad thing about this is that it means a lot of time the information filled in from that point is “As region” which seems a bit wasteful.
The real perks come in the variant bonus equipment. For example, the knight squire gets a masterwork weapon or chainmail and light warhorse or a potion of cure moderate wounds.
It’s an interesting idea but without adding anything more to the mechanical benefit is more for those looking for ways to customize their character’s backgrounds. For those who aren’t familiar with how to do that and generally work off of game mechanics, it might make for an interesting change.
The book moves into feats, including exalted and initiate feats. The exalted feats are all supernatural abilities that make the character radiate good and require high moral standing while the initiate feats showcase a special bond a worshipper has with her god.
There are also several general feats. For example, Silver Blood makes you immune to lycanthropy and any lycanthrope that bits you may take damage if it fails a Fortitude Save.
Innate feats include Anhur, Arvoreen, Baravar Cloakshadow, Eilistraee, Holy Ralm, Horus-Re, Milil, Nobanion, and Tymora. These feats vary in power, but most provide new spells to the worshipper’s spell list, as well as some innate power. For example, those who follow Eilistraee can replace one spell-like ability with magic missile 1/day and gain three new spells for their list.
Next up are substitution levels. To me, substitution levels are a great mechanic because they provide more options to customize a character. Each substitution level is a replacement level for a certain class. Originally, they were used to showcase how different races may approach the same core class. Now they’re used to show how different organizations approach a class.
They usually come in three ranks but the levels that they substitute for vary. For example, the Eternal Order has a replacement level for 1st, 3rd, and 6th level. The one for the Mystic Fire Knight has one for 4th, 5th, and 6th level.
The nice thing about these levels is that you don’t have to take all of them. So if you wanted to take a standard level at 1st for the Eternal Order and take the 3rd and 6th level substitution levels, you could.
After that, we get new spells. Unlike many WoTC products, there isn’t a quick spell list broken up by class and level, but rather, a quick discussion of sanctified magic, and then the spells themselves. It’s a short section, but does give us some options like Golden Dragonmail, a 3rd level wizard spell that is treated as +1 mithral full plate for all purposes and if you’re a sorcerer, you also gain resistance to fire 10. Many spells are specific to an initiate. For example, dispel silence is a second level spell that can only be used by an initiate of Milil.
Next up are magic items. These include some holy weapons like Dornavver also known as Demonbane. Each magic item includes history, description, activation, effects, aura/caster level, and construction. This includes creator costs and market costs. Strangely enough, while there is a great picture of a war hammer, Dornavver is described as a bastard sword.
We also get a new material, or a new update to an old material. Glassteel makes another appearance. Weights half as much as normal and counts as lighter armor and has all sorts of other neat little abilities in exchange for a huge cost. For example, a weapon forged of it has a base +2,000 gp cost.
The first chapter is the real meat of this book. The magic items, substitution levels, feats, and spells make it a compelling chapter that players will return to again and again and GMs looking for plot hooks will easily find them there.
Chapter two moves away from game mechanics and moves into valorous organizations. These organization have their own format, including name, size, type, alignment, racial mix, dues/salary, associated class, associated skills, favored in guild benefits, and requirements. The favored in guild benefits is gained through the new feat, favored in guild. Similar in some aspects to the bonded item feat from the Dungeon Master’s Guide II where you can gain more benefits by spending a feat on the benefit.
The details are rich in history and lend themselves to game play quite well. Having the allies and foes allows the GM to use as wide a variety of material as he wants without having to invent new ties. For example, the Knights of Imphras II are paladins and clerics who owe fealty to the crown of Impiltur and defend the Realm of the Sword and the Wand. They struggle against the demoncysts buried beneath the land and are allied with the monarchy. Those who are favored gain a small (10%) discount on purchasing goods and services such as training, spell access, and magic items. The favored also get a free spell cast on them once a month for free and receive a disposable magic item (scroll, potion or wand) equal to 10% of his expected wealth.
Why prestige classes get their own chapter as opposed to being folded into chapter one, character options, I don’t know. The prestige classes here have the usual assortment of details that recent WoTC products have had. This includes game mechanics and table advancement, as well as background, how to become the PrC, playing that PrC, combat tactics, advancement in the PrC, typical resources, how they fit into the world, including material on daily life, notable members of the PrC, organization, typical NPC reactions, lore (four different levels of DC checks), how the GM can work the PrC into the game, notes on adaptations, and encounters.
The nice thing about the PrCs is that they can be combined a bit with some of the other material. For example, the Moonsea skysentinel is a dire hawk rider that is a member of the Knights of the North. So you can combine the PrC with the information about the Knights of the North. The only thing I’m a little leery of is multiple NPCs for the PrCs. One NPC to showcase the abilities of the class or to provide a typical member of an organization is fine. I don’t need two. Some game masters may like it as it provides them with ready to use NPCs.
The next chapter moves onto places of valor. Each place has background, history, game effects, and keyed locations tied to the maps. For example, the Cave of Brother Luiman has five keyed locations. Another mechanic I like, planar touchstones, where you take a feat and key yourself to a powerful location, is included here for the Darkmaiden’s Leap.
The locations are brief and can be included or dismissed according to each GM’s use. Their inclusion however, clearly tells me that WoTC wants the product to be useful for both players and game masters and by providing these locations, they’ve given the GM several instant hooks to add to the game.
The book ends off with agents of good, several NPCs for the GM to add to his own campaign. Added with the previous NPCs from the prestige class chapter, the game master has his options of using good allies for the players as friends, allies, rivals, patrons, or even enemies if running an evil campaign. These include some individuals like Bakra Hispul, an ogre raised by druids and Rindon Wasatho, a range of Selune.
Also included in this section, are new monsters. Well, one new monster in the battle effigy. More impressive then this stout construct though is the material on equines. Not a lot of game details, but a lot of background. The game details replace little bits for the base creature like a mini-template. For example, the dale pony is a normal pony but has a great Con (+2), and a +2 racial bonus on several skills.
I see a lot of potential in this book. The new use for substitution levels opens up a wide variety of possible options in the future. The initiate feats are always something I’m looking to see more of. I wish that we had a Forgotten Realms book that collected and expanded upon the idea so that if you wanted to play a priest of Tempus for example, you could just look up one book for that initiate feat as opposed to realizing that it’s probably not even a feat now despite the numerous books for the Forgotten Realms available.
The high quality art and layout also make reading this book a pleasure. Together with the rich details on everything from magic items to organizations, those equating background details with character and campaign immersion should love this book.