I am a man who will fight for your honor
I'll be the hero you've been dreaming of
We'll live forever
Knowing together
That we did it all for the
Glory of Rome
Next in the Historical Reference series is
HR5 The Glory of Rome. This was one that I picked up early, and while it wasn't my first HR sourcebook (that distinction goes to the next one in the series), I still recall lingering over various interesting tidbits found herein.
One thing that's always struck me about Rome is how its mythology is (in terms of the popular consciousness, anyway) deeply intertwined with Greece, and yet historically its very much its own entity. We all know how, a few mystery cults aside (particularly that one that caught on later; Chris-something or other), the "Roman pantheon" is pretty much the Greek pantheon with Latin names attached. More notably, the Roman take on the Greek gods didn't really add anything to their overall mythology; for the life of me, I can't think of one specifically-Roman take on Jupiter, Mars, Neptune, etc. I mean, maybe they were tangentially involved in the story of Romulus and Remus, but that seems like all there is.
And yet, this couldn't be less true when we think of terrestrial Rome, which retains its own identity in our cultural understanding of it. Caesar, gladiators, an expansionist empire, etc. are all things that still come across as Roman in flavor without having a Greek overtone to them.
Of course, that doesn't mean that Roman analogues are plentiful in D&D. As the book's sales page notes, while the occasional splash of Roman inspiration can be found in various products (e.g. the city-state of Balic, which premiered in the
Dark Sun Boxed Set), there was
Dawn of the Emperors: Thyatis and Alphatia, and that article on the Roman gods in
Dragon #133 (for AD&D 1st edition), but that was about it. Presumably, the particulars of a Roman setting (e.g. weapons, armor, magical assumptions, etc.) were just different enough from your bog-standard pseudo-medieval Europe that it wasn't easily done. Hence this book.
So what's actually in this particular sourcebook? Well, once we get past the obligatory timeline overview, we come to the section on Roman characters. I'll note that this book is paired as the natural opposition to
HR3 Celts, but as with all of these opposed books, this is very much a minor point. It mostly comes up with regard to druids being disallowed as a character class for Romans, noting that the closest that were available would be Celtic druids, of whom the Romans had little tolerance for.
To my mild surprise, this book doesn't hew to a historical/fantasy dichotomy in terms of what's allowed for characters. Instead, it directly allows a few classes (fighters, clerics, and thieves), flat-out disallows several others (rangers, generalist mages, psionicists, and bards), and leaves a few up to the DM (paladins, specialist mages, and the aforementioned druids). While it doesn't say that characters
have to be built with one of the kits later in the chapter, that seems to be the default presumption. Also, get this: there are no non-human PC options. None. While that was the case in the previous book as well, I'm a little surprised at that restriction here: I'd have thought that this was close enough to a "mythic past" to allow for something like that, but apparently not.
Of course, that's driven home by the Birthrights table that PCs can roll on. Unlike the legendary gifts available to Celts and Vikings, this one is far more down-to-earth, with results like "your father was a senator" to "you're particularly attractive/ugly." The most supernatural thing on the table is the "Felix" result, which means that you're lucky and so receive a +1 bonus to all rolls with a particular die (e.g. d6, d10, etc.) and get omen results that are twice that of other characters, good or bad (more on that later).
The kits themselves lean heavily toward fighters; in fact, the entire book leans heavily toward fighters, as evidenced by how fighters don't just have kits for things like Legionary and Gladiator, but also "Roman Politician." I feel like there's a joke here about politicians being thieves instead, but nope, the only kit for thieves is the "Charlatan-Thief," who pretends to have magic; interestingly, there's a note about how an enterprising DM (particularly if keeping the campaign low-magic) could allow for a Charlatan-Thief to eventually dual-class as a specialist mage, though it advises that this should be quite the undertaking.
Paladins, rather oddly, don't have a kit, but are instead given one or two minor tweaks. These are mostly related to the fact that you can
only play one as a servant of the god Mithras, as though they were a specialty priest unique to that deity, which is an interesting twist.
What really made me quirk a brow, however, was how the two magic-user kits were gender-specific in presentation: the Roman Witch (female) and Philosopher-Mage (male). At the risk of being politically incorrect, I found that to be
very interesting, and not just for making Pratchett-esque "equal rites" jokes. It's one of the ways the book tries to address the role of women in a historical setting without limiting itself to an awkward "things sucked for women back then, and that's kind of window dressing for the campaign, but you really shouldn't push that onto anyone playing a female character." (Notably, the book also presents tailored rules for women rolling on the Birthright table.)
But it was the priest kits that got the majority of my attention, back in the day. That was mostly because they split the specialty priest information between the four kits presented here, and the general section on religion in the next chapter. The four kits are "Priest of the State Religion" (i.e. the gods of the Roman pantheon), "Priest of the Mysteries" (i.e. Isis, Cybele, Ceres, or Bacchus), "Mithraic Priest," and "Christian Cleric." The last three include specialty priest information formatted in the same way as
Legends & Lore.
For the first kit, however, you need to turn to the next chapter, where it goes over the Roman interpretation of the Greek gods from the aforementioned book. I
poured over this section as a kid, trying to puzzle out what this meant if you presumed that everything here was found in the Great Wheel cosmology. For the most part, that wasn't really significant. Like, we're told that Jupiter is Zeus, Juno is Hera, Mercury is Hermes, etc. Those are obviously aliases for those gods, which is why we don't see them in, say,
On Hallowed Ground. No biggie, there.
But what about the Roman gods who don't have an easy Greek equivalent? Bellona is the Roman goddess of foreign wars, and we're told to "use the statistics for Mars," but Mars' entry tells us that he's the equivalent of Ares. So are specialty priests of Bellona identical to those of Ares in L&L? I don't know, but it's fascinating to try and figure out. Quirinus is the deification of Romulus, and we're told to use the "God of Community" entry from
PHBR3 The Complete Priest's Handbook, which I likewise considered interesting since it was the first time I'd seen those template divinities put to a practical use. Plus, of course, there were other deities with partial information given in the last chapter, such as Cybele and Mithras.
I feel like I should cover more of the rest of the book, but these were the parts that really hooked me. There is a section on omen reading that - essentially - can grant you either a bonus or a penalty to morale checks (presumably the ones you cause enemies to make, since PCs aren't subject to the morale rules), which was pretty cool. Likewise, I think this is the first of the HR books to present new spells alongside the new magic items. The monster section, disappointingly, went back to just listing thematically appropriate monsters in terms of how they were viewed at the time, rather than giving us firm mechanical changes to represent their mythological sources.
However, I can't be too upset at the monster section, as one entry manages to redeem the entire thing. No, it's not the one new monster to get an MM-style presentation (that being the caladrius, a bird with healing powers). Rather, it's the brief entry given for this guy, whom I swear I'm not making up:
The Martian woodpecker.
Now, this tells us that woodpeckers were sacred to the god Mars, but my brain fused out at the sight of that name, meaning that I wasn't able to move on and read that explanation. Instead, I just stopped and stared, imagining some mixture of Woody Woodpecker and Martian Manhunter. I have no idea what such a character would be like, and I don't think I
want to know: the ideas are so incompatible that they boggle the mind. But ultimately, the sheer mindfreakery (to put it nicely) earns mad props in my book.
Also, I have to make note of some of the stuff available in the equipment section. This isn't just the usual Roman weapons like a cestus or a pilum. No, this is where you have tables for things like owning houses, making bribes, buying slaves, and senatorial expenditures like sponsoring plays, holding an election, or sponsoring gladiators in combat. I did mention that social strata was part of what you determined with that Birthright roll, right?
The section on non-monster enemies is likewise worth taking a look at. Remember how I said that fighters were given a heavy focus in the book? It goes back to that whole "expansionist empire" thing I mentioned before, since there's a slant toward at least some of the PCs being involved in Rome's military. So we get listings of various countries/regions with overviews of what their warrior units are like. Amazingly, it manages to do this without telling us to use the
Battlesystem Miniatures Rules (which isn't to say that it isn't mentioned, just that it's not being heavily pushed the way it is in some other sourcebooks).
Also, the book has a pretty cool black and white overhead map of Rome itself. I actually like that more than the full-color poster map in the back (though, to be fair, I've never detached it from the book in order to unfold it).
Overall, this was a book that
almost lived up to its purpose - giving us an interesting and game-able historical setting - rather than being most useful when broken down for parts. While the book clearly acknowledges the potential for elements of the fantastic to be present, it takes a disappointingly low tenor with them, focusing more on military and political slants rather than magic and monsters; I find it unsurprising that there are no sample adventure outlines or overviews here. Apparently, the wealth of knowledge we have about Rome runs counter to heightening the fantasy. That's a shame, because I think it would have worked well if the book had been less restrained in what it presented (albeit only a tad bit more).
The more of these books I read, the more I think that history makes for a good backdrop, but that less is very much more when it comes to worrying about fidelity to accuracy (at least when it comes to D&D).
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