Corwyl: Village of Wood Elves

JoeGKushner

Adventurer
Corwyl is a supplement not only for d20, but also for Green Ronin’s own Bow & Blade book. Clocking in at 96 pages for $19.95, Corwyl is standard in terms of price and page count.

Why do you need Corwyl? There are two camps who’ll get use out of the book but neither is going to be happy with the compromises that must’ve went into this tome.

Camp one is people who need a village of elves for their setting and want most of the work done for them. The book does a good job of including other Green Ronin products and even another third party product in the background giving the setting a richer feeling. It provides details on over forty NPC’s and not all of them are wood elves. It includes maps that cover not only the overall region, an up close map of the village and an even closer detail of the council’s tree.

Camp two are people looking for game mechanics. There are new core classes here, prestige classes, feats, spells, monsters and other goods. Some of them are new to this volume; others borrowed from 3rd party books like Goodman Games Complete Guide to Treants.

I tend to fall more in line with camp one. Bow & Blade did a great job of providing numerous options for wood elves. While the mechanics here are sound, I would’ve preferred more options for Corwyl. For example, more maps. The maps provided are a good touch, but when dealing with an elven village where everything is in the trees, how about more maps for different types of housing? How about more NPC’s that threaten the lands instead of the traditional orc bad guy?

For those who enjoy game mechanics though, they’ll probably be wondering why we needed game stats for so many NPCs instead of just some generic stat blocks. After all, one elf expert is much the same as another no?

In terms of game mechanics, I find myself wondering whose going to use all of these options for a wood elf. For example, the ancestral speaker is a class that handles dealing with the spirits of the dead. In some ways, it reminded me of the Shaman class but that’s not why I question its inclusion. I question its inclusion because despite the importance of the ancestral speaker, a person who communicates the wishes of the dead to the living and passes questions and advice between the living and the dead, there is only one character who has this class and it’s a huge deal for this NPC to have these abilities. If the players all of the sudden decide to start taking this class, what does that mean for the NPC? What does it mean for the community? Does it cheapen the value of the character?

Regardless, these individuals have hteir own spell list and are like sorcerers in that they have a spells per day and a spells known. They have good will save and poor fort and ref save. They gain numerous abilities for dealing with spirits, including the ability to detect and rebuke them, as well as ghost touch and see invisible. Overall a rather limited class if the campaign doesn’t support it.

Not quite so limited is the terellian knight. These warriors are specialized at using two weapons to defend their home in the woods. They have abilities that mix warrior and ranger powers like two-weapon fighting as a bonus first level feat and track as a bonus second level feat.

There are two new PrCs as follows:

Animal Master: Lords of the wild who control animals. This ten level PrC has its own spell list and its own spells known in addition to a listing of animal companions and the ability to wild shape.

Tree Maiden: Protectors of the forest and groves, these individuals take on the aspect of a tree growing skin like bark and being able to commune with nature.

For skills, we have the Fishing. Why this isn’t included in Survival as a subskill or specialized check is beyond me. More impressive are the new feats. These range from some feats that must be taken at first level like Darkvision, when your low-light vision is augment to darkvision 60 feet to Tree Linked. I like Tree-Linked because it reminds me of the old background option in Heroes of Legend where you could become bonded to a tree. Here your bond gives you different abilities depending on your age. The older you are, the better abilities you gain.

In terms of spells, we have several breakdowns. First up, Ancestral Speaker Spells. These include several new spells but most are drawn from the SRD. Next up, the Animal Master. Next, Tree Maiden. Next, new Cleric domains including ancestor, barbarian, bard, cleric, druid, fighter, hearth, paladin, ranger/terellian knight, rogue, sorcerer, spirit, and wizard domains. These domains are tied into the spirit guides that an ancestral speaker deals with but can also be used with an appropriate god with the GM’s permission. Each details granted power and spell lists from 1st to 9th level.

Some of the spells are very specialized like Cure Plants. These spells heal more than a standard healing spell but can only be used by Tree Maidens. Others like Hawk Eyes might be used by any adventuring ranger as it provides a +1 insight bonus (up to +20) per level to the caster’s Spot Checks for the duration of the spell.

In terms of characters, there are the standard selection of wood elves including dedicated experts and haughty aristocrats but my personal favorites are those of non-elf blood like Deflorin Cor, a gnome adopted by the wood elves who has taken up the terellian knight’s way making him one of the most militant gnomes I’ve ever seen. Others like Alwyne “The Grey”, a human married to an elf, bring some interesting adventure or “interaction” seeds with them. One of my problems with the characters is that in some instances, the game stats take up more room than the background and role-playing notes.

One thing that I don’t mind but others may is the tie in of other products to this one. Being a wood elf village, Bow & Blade is mentioned but so is the drow fortress of Dezzavold, which in turn is tied into Plot & Poison. Even the good old Village of Briaton is mentioned in the overview of the nearby areas. Heck, for some reason I notice Eden’s unpublished Waysides, a book of taverns mentioned in the Section 15 of the book. For me, as I’m something of a collector, I enjoy the different references. I don’t need nine versions of a greater treant and see no reason why Green Ronin shouldn’t use the elven cooshee. Reuse is supposed to be one of the strengths of the d20 system right?

The book uses a standard two-column layout. Non-essential information is often pulled to the side in grey background boxes. Art is superior as it uses the same staff that has made Green Ronin products easy to ready and look at. Some of these are classic artists like Liz Danforth while others are probably known in the d20 community for their works on various products like Andrew Baker, Jennifer Meyer, Jonathan Kirtz and Stephaine Pui-Mun Law. Maps are functional but nothing great. Then again, perhaps I’m spoiled by Ed’s work.

Overall the book tries to bring a good balance of d20 mechanics and role-playing opportunities to the table but I think it fumbles a little between the two. More effort on one side would’ve made the product something to note alongside the good old City Books and Lejentia series but as it stands, it’s a book that will easily fit in a campaign with a high spiritual niche or one that that GM feels could use such a niche as the party explores different options when dealing with treants and ancestor spirits.
 

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This companion book to Bow & Blade fully details a wood elf village designed to fit easily in any fantasy campaign setting. The remote tree-top village makes an excellent home base for a wilderness-based campaign, or an exotic place for existing characters to visit. The current political and religious crisis offers a starting point for play, while the many adventure seeds and plot hooks ensure that Corwyl will remain interesting for the life of the campaign. In addition to over 40 fully detailed NPCs and a complete description of the village, Corwyl includes supporting source material like new classes, feats, and spells. Corwyl: Village of the Wood Elves has something to offer any d20 fantasy campaign.
 

Corwyl: Village of the Wood Elves

Corwyl: Village of the Wood Elves is a setting resource designed as something of a adjunct and follow up to the outstanding Bow & Blade book by Green Ronin. Like that book, Corwyl is part of Green Ronin's Races of Renown series. The book is written by Christina Styles and Patrick Sweeny.

A First Look

Corwyl: Village of the Wood Elves is a 96-page perfect-bound softcover book priced at $19.95.

The cover of the book is illustrated by James Ryman and depicts a variety of characters in a Lothlorien-like elven tree-village.

The interior is black and white and includes the work of Andrew Baker, Jenifer Meyer, Johnathan Kirtz, Stephanie Pui-Man Law & Liz Danforth. Meyer and Law have long been favorites of mine, especially when in comes to the elven or fey look. Baker and Kirtz works are a welcome addition to the talents that graced Bow & Blade.

A Deeper Look

Corwyl is a village setting with a lot of mechanical add-ons used to support it. In fact, the book seems to use its own material more than that in Bow & Blade, though it does use that book in some places.

The book is divided into six chapters. The first is an overwiew and history of the village. The second and third are new rules materials: classes, feats, spells, and the like. The fourth details important individuals in Corwyl, the fifth describes the village itself, including statistics for villagers, and the sixth covers outyling regions. An appendix also provides a quick reference to NPCs elsewhere in the book, even touching on secrets that some characters keep.

The village itself has a history of bitter conflict with a drow elf village, [iDezzavold[/i], for which there is a book similar to this one forthcoming. The most interesting aspects of the village described here are the birth and memory trees. The birth trees are planted at the elf's birth, and is shaped into a dwelling. By the time they are ready to marry, the elf and spouse live in one (or possibly, both) of the trees that were planted at their birth. Memory trees, on the other hand, are planted on the grave of an elf who has passed and the spirit of the elf can dwell within.

The first rules aspects appear in the first chapter, including new items and new pets the coshee and kanershee. The coshee is one of many open game content items in the book, in this case drawn from the Tome of Horrors (which in turn, drew the creature from early AD&D books.)

The second chapter introduces new classes, of both the core and prestige variety. The new core classes are the ancestral speaker and the Terellian Knight. As frequent readers of my reviews may well know, I am not too fond of new core classes unless they are well justified as an occupation a starting character would do distinct from existing classes.

Usually spellcasting classes get off easiest with me, and it is easy to create a whole new magic tradition. Ancestral speaker is a spontanous divine caster which has few known spells but many domains (for spells only). This is a nice distinctive class, if you don't happen to own Green Ronin's Shaman's Handbook. A close look at the ancestral speaker reveals that is really a slightly tweaked version of the 3.5 update of the shaman.

Though I would have preferred that it be more consistent with the existing shaman (or differences be achieved via feats and other selection), it's not a bad adaptation. It focuses more on the concept of the ancestor spirit vice the animal spirit (to include grabbing some "class" domains OGC from Mongoose's Encylopaedia Divine: Shamans for this purpose), and the class gets new domains faster in exchange for lacking the domain abilities. This is a nice adaptation because, as I noticed when running some in the game, the limited spell selection of low level shamans leave them a little inflexible.

The Terellian Knight is essentially a slightly tweaked fighter/ranger type that exclusively focuses on two weapon fighting and lacks spells. I feel that this class, especially given a description somewhat like an exclusive fraternity, deserved to be a prestige class or (given that one of their major features in a feat chain in the next chapter), a feat chain.

The prestige classes included are the animal master and the tree maiden. Both classes have a vareity of class abilities and their own (4 spell level) spellcasting advancement.

The third chapter includes new skills, feats, and spells.

A few of the feats are drawn from other sources (such as the Shaman's Handbook.) The forest sense feat, which is a central class feature of the Terellian knight, give the elf the sort of abilities with nature that they are often attributed in literature; there are four parts to this feat that are successively more potent.

On feat that appears abusive on the surface is tree-linked. This feat, once taken, provides additional benefits as the elf ages without further feat costs. While in theory this might be a problem, it might not be in practice because in my experience, few NPCs play long enough to take advantage of later stages of the feat, though it could cause a minor hiccup in the power of aged NPCs.

There is a nice selection of new spells, many of them pertinent repeats of the Shaman's Handbook or Bow & Blade such as Canopy Walk. New spells I have not seen before include the Summon Hero chain of spells for ancestral speakers, though those may be derived from a similar singular spell in Relics & Rituals (which is in the OGL section 15.)

Chapters 4 and 5 details NPCs of the village of Corwyl, focusing on the rulers and common folk of Corwyl respectively. The fifth chapter also has a map of the village with a key showing the normal locations of all the villagers. The descriptions are detailed, with half a page to a page of detail on each one, with a complete background along with a stat block. Some also have "interaction seeds" that describe situations in which the NPC might interact with the PCs and possibly lead them into adventures. The rulers chapter also includes statistics for the spirit guides that remain to advice the ruler of Corwyl.

Sidebars in the chapters provide further rules material where appropriate to support the characters. Many of these are replicated from some other sources (mainly Bow & Blade), though in some cases more extensive sources are not replicated (e.g., there is a soul archer spriti guide in the book; the full class is not replicated and his abilities aren't fully explained.)

The sixth chapter is somewhat brief, and contains details of the surrounding region, including a small map, a few location descriptions, and a few NPCs, including a greater treant (with a sidebar describing specifics of such a creature.)

A short appendix provides a list of all the NPCs in and around Corwyl described in this book. The listing includes class and level, relationships, and secrets described in the character's description. This is a nice feature and should help GMs navigate the situation in the valley that much better.

Conclusions

Corwyl is a very different product. It's like showing you a living example of how various sources can be synthesized into a singular useful setting element. But the authors do you the favor of collecting some of the best material and do the work of placing it in the setting for you. Corwyl would make a great community to drop in as a sample or stopover in elvish lands, as well as for the basis of a campaign.

As stated, I do think that some of the decisions regarding classes could have been more elegantly done, especially with respect to those who already own many Green Ronin products.

Overall Grade: B

-Alan D. Kohler
 

Corwyl: Village of the Wood Elves is really two books. The first book is an adventure setting and the second book is a companion for Green Ronin's Bow and Blade.

Green Ronin have a winner with Bow and Blade and I'm interested in Corwyl being an extension for it.

I find Corwyl's less attractive as a setting. There is a need for a supplement which helps GMs put together a believable elf village. When you have a race which lives as long as elves do, are as gentle on their natural surroundings and are as magical as elves are then their villages should be very different from ours. Would elves have villages at all?

In Corwyl the elves live in magically alive trees. These trees are planted when the elf is born and grown and matured with them. The home owner's interests and that of the forest are interlinked. Also it's handy when your tree house animated to whomp the hell out of aggressors outside.

Corwyl started with a tree. The dying wish of an elf king was that his memory tree was planted in a beautiful valley. The memory trees are one of the new rules/setting quirks introduced by this supplement. The king happened to pick a valley in which no elf lived and so a bunch of families moved in to care for the memory tree. The village grows. I like this so far; it's original, it has to be since the memory tree is a new idea and the sort of elf secret that can be added to a currently running campaign without ruining the suspension of disbelief. Never heard anything mention a memory tree before? Not even an elf? Makes sense, no reason to talk to you about them. The second half of Corwyl's history is less inviting. There's an ill advised war with the Drow in the nearby Underdark. It lasts for ages and wipes entire families from Corwyl. The Corwyl Elders who advised against the war are now the revered wisdoms of the place. So now to use Corwyl I also need to have Drow and the geographical crapola which is the Underdark. It's not as easy to re-write the history too as much of the current atmosphere in the village is due to this as is the relationships between certain NPCs.

And in fact once we've done the history of the place it's the NPCs, their illustrations and stat blocks which take up a great big chunk of the book. You get 96 pages for your US$19.95 and about 50 of them are filled with NPCs. This sounds a lot - and is - but you do also get the plot bits which bring the village to life. In addition Corwyl is presented in Green Ronin's usual good value for money layout; text as small as you'd hope for and more, great illustrations but not so that they become padding, quality writing and juicy sidebar information. There's also NPCs from the surrounding area in here (but not too many) such as the leader of the nearby orc tribe and the reclusive treant.

I don't tend to be a fan of NPC books (especially where the ranger NPCs have their village destroyed by raiding orcs and their parents killed when they're just a child) and I don't tend to be a fan of pre-written adventures as they're restrictive and linear. But... when you build a plot rich setting by creating interesting characters then you've what you need for a non-linear adventure. Corwyl scores some points here but it doesn't capitalise fully. It wasn't written with that plot bubble structure in mind.

The Village of the Wood Elves has mixed successes with new core classes. Adding new core classes is controversial and tricky. It's controversial because there's a good degree of abstraction in the d20 core classes and it rather rocks the boat to ignore that. Nevertheless the Ancestral Speaker core class does have something of a niche which isn't already covered by the standard classes. The Ancestral Speakers are a magical class who converse with ancient spirits. I would say there's a greater degree of difference between the Druid and the Ancestral Speaker than the Wizard and the Sorcerer. As you'd hope and need we've the full spell lists required for the class.

I'm not so keen on the Trellian Knight core class simply because I think either a Fighter or perhaps Paladin class would do with an easy to qualify for Prestige Class. The Knights are fighters (small f) who have qualified for an elite group so surely that's a prestige class?

Corwyl has prestige classes too; the Animal Master and Tree Maiden. Both are very Druidy but Druidy with added prestige and therefore, I think, valid and fairly interesting prestige classes.

Backing both sets of new classes up and adding an extra twist to the wealth of NPCs in the book there's no shortage of new feats and magic.

There are some gems hidden away in Corwyl. There's a great map of the treehouse village on page 61. It's the sort of thing that you'd wish you could photocopy and show to your players. Elsewhere in the book sidebars and aside text boxes have some of the best plot bits, interesting items and observations.

Corwyl: Village of the Wood Elves works but doesn't wow. It finds itself in this state because of the two-books-in-one syndrome it has. It isn't an amazing setting but it's good enough. It's not an impressive companion to Bow and Blade but it does nicely expand Bow and Blade. I wonder whether we would have been better off with two books or whether neither idea would stretch the far. I'm quite happy to take Corwyl's new spells, memory trees and prestige classes into Bow and Blade but I don't see myself in the situation of ever being able to use the setting.

* This Corwyl: Village of the Wood Elves review was first published at GameWyrd.
 

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