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Eldest Sons: The Essential Guide to Elves

Eldest Sons is the second of Paradigm Concepts’ Races of Legend sourcebooks. Designed as a Players and Game Master’s toolkit, Eldest Sons explores the world of the immortal backbone of the fantasy genre, the Elf. Game Masters will challenge players with new twists on traditional archetypes and players will build the more complete character.
 

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This may be a long review to read, folks, so be forewarned.

Eldest Sons: The Essential Guide to Elves is a RPG race sourcebook published by Paradigm Concepts. It's part of the OGL Interlink series that both PC and Green Ronin Publishing have contributed to. Eldest Sons was originally slated for a September '02 release (IIRC), but for various reasons it started shipping mid-to-late February of this year. The cover illustration is one-half of a larger work by Mark Evans (the other half being used for the cover of Wrath & Rage) and is good but unexceptional. The art style reminds me a little of what I saw being used here and there in out-of-print TSR products for the Horde campaign (Perhaps he contributed to that as well?). It isn't bad, per se, it just doesn't thrill me. The artwork within is generally pleasing, and although the various styles differ they mesh well together. Nothing seems out of place there.

Eldest Sons is a 128-page softcover comprised of seven chapters. The authors, Dina and Shawn Havranek, make it clear from the start that ES is a toolkit and not a straightjacket. Well put. You will not find anything in here telling you that elves cannot do or be X. It's all about options, as with the previous books in the series. ES isn't straight 'crunch', there are narrative pieces here and there that are used to good effect. In general terms, the space is used well but I was struck by the number of punctuation/grammatical errors. I wasn't looking for them, but there they were. Every book has some, but it seems like I found more than the usual share. They're minor, and they aren't enough to make ES annoying to read, but it makes me think that another proofreader would've been helpful before it shipped off to press.

The first chapter, "Getting into Character," deals with many aspects of elven life, from their affinity for magic to how their near-immortality affects their view on time---"What's so important that it must done now?" This is one of the better chapters, and my favorite, because it deals with what's taken for granted about elves as well as the possibilities. Everything gets touched upon. There are paragraphs that emphasize elven sensitivity to sound, why elves are immune to sleep effects, and so on. As I said, though, it also deals with the possibilities. What if you want elves to be immortal in your world? There's a piece discussing it. What if you feel that elves should have a Charisma bonus (ala the MERP campaign)? Or perhaps elves have an affinity for flails instead of swords? It's all here. The way it's handled allows for hide-bound DMs and players both to consider alternative choices without feeling that it's foisted upon them, something that other sourcebooks aren't always successful at. Classes are likewise handled in a decent manner, including the cliche-ridden Druid (One question to consider in your own campaign: if elven druids won't allow for wood cutting then how can elves have so many high-quality bows and arrows?) to uncommon choices such as the Monk and Paladin. There's nothing wrong with revisiting the various roles these classes play, for not everyone has a clear view on what their character's all about.

Chapter 2 deals with elves within the campaign, whether being seen as custodians of the world or a tragic, dying race. It also deals with 'spices', such as making them into stereotypes of PETA members (the books says that tongue-in-cheek, folks) to being exiles. It also discusses how elves feel towards other races. And, naturally, there are the obligatory elven sub-races. Dark elves are, of course, barely mentioned but sea elves get a fair amount of detail. Mention is made of a 'depth touch' that may impart a moderately powerful spell or curse that causes poisoning. This is a nice tweak, and is used as an example of how to further distinguish each sub-race's magic via a signature spell-like ability or specialization.
Elven religion is also discussed in chapter two. Both animism and ancestor worship are given as alternative to worshipping the elder gods, but they take a backseat to the pantheon. There are 15 deities listed, and interestingly enough only one is Chaotic Good. There are four good-aligned deities, 8 neutral-aligned deities, and three evil deities. I support the idea of having a diverse group of gods for the elves (despite my fondness for the Forgotten Realms I find its Elven pantheon to be overly homogenized) and yet I was taken aback. It's almost a heresy to have a Lawful Neutral elf-god, let alone three, right? But there's a reason for this. Most of the deities in question are elemental and/or deal with the weather and the changing seasons. Yvina, the lone Lawful Good goddess of fertility and excess, is responsible for many elven births, and would be responsible for many more if she hadn't accidentally trapped herself. Perhaps four among the fifteen don't deal with nature and/or the elements, instead dealing with the powers of light, lost souls, and whatnot. The Goddess of Paradoxes (the dark elven patroness), is also briefly mentioned.

Chapter 3 deals with new roles for elves. There are two new core classes, the Warder and the Suromar (psi-hunter). At first the Warder looks like an alternative ranger, but in reality it's an attempt to bring back the flavor of the old-style D&D "Elf." Anyone remember Basic D&D, where the Elf as a class and not just a race? This is what the Warder's about. Warders get up to 7th-level spells from a limited spell list, the tracking feat, the occasional bonus feat, and what's termed Homeland Defense--essentially you get a bonus when in a specific terrain or geographical area, and it improves every few levels. In my opinion, it's a viable class and may well see use in my campaign. The Suromar, however, is another matter, if only because I have no experience with 3E psionics. They act as psionic hunters, they’re trained to resist psionic attacks, and like the Warder they have limited access to spells (up to 6th level, from a special list).
Ah, feats. In Eldest Sons there are several sets of feats: Elven, General, Metamagic, and Elorrii (the latter of which deal with the Arcanis version of elves, discussed later on). The Elorii feats are all bloodline-related, and depending on various factors can be quite powerful. As for the Elven feats, I find them to be very useful. Feats like Trackless Step, Difficult Target (which gives 1/4 concealment vs. all ranged attacks as long as you're aware of an attack and not denied your Dex bonus), and Arcane Enemy all evoke the power and subtlety of the elves. Friend of the Wild is one of the usual 'lose a feat to gain 2 skill ranks in two skills' feats, while Elven Blood allows a non-elf to use elf-only magic and such. Not counting the Elorii feats, there are at least 23 new feats, 10 of which are quite handy.
There are prestige classes as well: The Berotar (a magic shipsman of sorts), Eldritch Craftsman, Elfbane, Lifewarden, and many others. For those whose campaigns have elves who think the ends justify the means, there's Those Who Follow The Second Path. Hold up, hold up! I have a real problem with prestige classes using common or over-used words/terms as a description (e.g., the Elffriend), but this is a far worse offense. Why not call it something else...Something a little bit shorter perhaps? The Vengeful Path (or Vengeful Blade) sounds more appropriate. Regardless, prestige classes as a rule are hit-or-miss and these are no exception.

Chapter 4, Tools of the Fey, includes new spells and magic. The list of bard spells is a tad stingy, but for everyone else there's much to be had. A number of useful psionic-related spells for the Suromar are also included. Are there any spells that stand out? Aerial Arms and Vampiric Earth are worth a try. Some spells, however, seem to be higher-level than they should be (Greengrowth and Safeguard, for example, are both 8th level but in my opinion it doesn't quite seem justified). Maybe it's just me. There's a spell, Wall of Flies, that should've been called Wall of Insects but perhaps I'm just a nitpicker. As far as new magic items and properties, I'm mostly pleased by what's included. From arcane armor to elven chain (as well as the 'enhanced' property which allows for weapon/armor properties to be added without the item itself having a +1 or more enhancement), it's a short but sweet ending to the chapter.

Chapter 5 deals with Fairvus, the Divided City. This is an elven coastal trade-town, presumably in Arcanis, where they meet with humans. It bustles with action as well as with the anger of some elven natives. It's a short chapter compared to the rest but it gives you a slightly different view of how two cultures collide. Even if you don't plan on having anything to do with Arcanis, Fairvus can be transplanted wherever you like. Chapter 6, the Menagerie, deals with several elven-related constructs, totems, and undead. Templates for the Eternal (another form of undead), fae, half-elf, and half-faerie are also included, Chapter 7, Entares and the Elorii City of Seremas, finishes off the last 20+ pages of the book, and while it's Arcanus-specific you may well find it of interest. It's very detailed, although (as with Fairvus) no map was included.

So, what's the final verdict? There's a lot to like about Eldest Sons: The Essential Guide to Elves, and in general it's a good product. At the same time, I don't feel it's as essential to have as previous race-based guidebooks. It could be that ES suffers from being late in line. (Perhaps.) Or maybe there's already enough elf-based material out there. (True, but the overall quality of that material is iffy.) You're certain to find something useful in ES, and I doubt you'll rue forking over your money. It isn't stellar (and some of the errors within were more than I'm used to), but it's a solid product. Look for it at the local game store and see what you think.



US $19.99
 

Thank you for the review.

From reading the body of text I am uncertain as to why this would be a '3' when each many sections are described as useful, a nice touch, quite handy or even 'sweet.'

Thanks,

Eric Wiener
Paradigm Concepts, Inc.
 

That's a fair question. I'm probably being a stricter judge than I normally am, in the sense that a 3 to me = the product does what it's supposed to (without making any unforgivable blunders or omissions, etc.). If there were some aspects of the work that I found sub-par or distracting, but it had some great parts worth salvaging (the 'diamonds in the rough', as it were), then it would rate a 2. If the work as a whole was uninspiring, sub-par, *and* unprofessional (constant, blatant errors), it would be a 1.

So, what would make a product a 4 or 5? Well, does the material grab me, and if so is it a little or a lot? Does it excite me, make me say to myself "I should've thought of that first!"...? Does it provide something that I have to have, or could I have waited? If I feel something's missing to make it a 4 or 5, what could it have been?

Reviews are, admittedly, an art and not a science. In some ways, ES is a '4' product, depending upon which parts you look at. personally, I think chapters 1 and 2 are the better portions of the book. The dreaded old cliches about elves that I'm used to seeing didn't quite rear their ugly heads. They were discussed, yes, but they weren't allowed to completely define the material. The archetypes, the roles of elves and the various classes, etc., were well-done. When it comes to chapters 3 and 4, a '3' rating would be overall because the mechanics of the various core classes, PrCs, and feats were technically sound but as a whole the material didn't grab me enough (barring the Warder and a few feats). The same could be said about the spells and magic items, although I'm more lenient in that area considering how much more has been done in that area previously (What's left that hasn't been made into a spell or magic item these days?). Chapter 6 dealt with monsters and templates, which was fine but I felt something was missing. Chapter 5 dealt with Fairvus, and Chapter 7 Entaris (and the Elorii city of Seremas). While portable into other campaigns, it's nontheless setting-specific. In one sense it's good from a business standpoint (i.e., promoting Arcanis in the process), but I can think of a few other things which could've been covered in that same space which might be of more interest to those in the mood for an all-around elf sourcebook.

As I've said, Eldest Sons is not a bad book. In fact, it does some things very well. In other areas it neither lagged behind nor stood at the head of the class.
I don't feel let down by my purchase, but I do feel something was missing and that certain areas could've been improved upon. It isn't so much about going from point A to point B but how you get there. Which roads the stagecoach takes you determines how fondly you recall the trip.
 

Eldest Sons: the Essential Guide to Elves

Paradigm Concepts

Author: Dina and Shawn Havranek

Cover art: Marc Evans

$19.99 128-page d20 sourcebook

Upside: Wealth of information on Elves and how to adapt them to your own campaign. Well written with sound rules structure, well thought out Feats and Classes.

Downside: Elves, hasn't this been covered already? No index.

The Book: This is a 128 page resource about Elves. The layout is clear and easy to read and it is easy to find the rules you need or want.

Organization: The book works through the various stages of character creation, starting with concept and ends with Gamemaster information on example Elven communities including a section detailing the Elorii, the flavor of Elf found in Arcanis, Paradigm's campaign setting.

Rules: The rules are well balanced and creative. The feats and classes cover ground not exploited by the other Elf books already on the market. The spells are very creative and do not fall into the trap of "it's a fireball, only better", that is to say, they are largely new concepts. There are a great many anti-psionic spells that are modifications of anti-magic spells though, these appear to only exist to satisfy one of the new core classes.

Flavor: The book is very adaptable in feel until you get to the Elorii section. The book works through why D&D elves should act a certain way based upon the features found in the PHB. For example: D&D Elves must have a tradition of magical power as they have Wizard as a favored class and such a tradition of magic affects their society in a certain way. The Arcanis work is very good, but aimed squarely at the players of the Arcanis campaign. The page count dedicated to Arcanis is not huge, so non-Arcanis players would not be wasting money.

Appearance: The cover is average, and the elves aren't very.... elf-like. The highlight of the cover art is when it is set side by side with Wrath and Rage (Green Ronin's Orc book). The interior art runs from good to outstanding with some truly amazing pieces, mostly by Richard Pace. The layout is clear and crisp with little wasted space with an average sized font.

Value for the Dollar: At $20US, this book is less than most 128-page titles now on the market and the word count per page seems nice and heavy. The value is very high if you play Arcanis and average if you do not.

Conclusion: If you run a D&D game and want to make your elves distinct or if you play Elves and want to break the cookie-cutter mold of pointy-eared humans, then this book is worth the money. In my judgement it is the superior Elf title available now, Recommended.
 

By Steven Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
Eldest Sons: The Essential Guide to Elves is the latest product from Paradigm Concepts in their Races of Legend series. Part of the cooperative OGL Interlink effort with Green Ronin, Eldest Sons is written by Dina and Shawn Havranek, is 128 pages in length, and carries a retail price of $19.99.

First Blood
Eldest Sons may be considered a “splatbook” for fantasy elves by some. The authors both recognize this and try to extend beyond the stereotype. Chapter one explores the many options for character development. You can choose to pursue the standard “d20” elf or one of the variants presented. Your choice of class may influence what type of elf you want to play.

Chapter two takes a broader look at elves as a race and how they fit into your campaign. One particular sentence stands out summing up the chapter is, “Elves are not men with pointy ears.” While the classic archetype is addressed, other takes on the race are covered. Why not have your elves be custodians of the world, guiding the development of the other races behind the scenes? There are several good alternatives here including a new elven pantheon.

Chapter three is the new game mechanics chapter. Two new core classes, Warder and Suromar Psihunter, are presented. The warder represents the quintessential elf. He is constantly trying to be the best elf possible. The psihunter is a psionic character (powered by arcane energy) whose strengths lies in psionic combat but is capable of casting a limited number of arcane spells. Any d20 supplement would be remiss without the inclusion of new feats. In addition to new general and metamagic feats, the Elven feat type is introduced. Elven feats are “expressions of an elf’s ties to his fairy heritage” and include feats such as, Always Ready, Arcane Knack, Difficult Target, Darkvision, and Trackless Step (along with a few more). Elorri feats are Arcanis specific and are essentially bloodline feats that bestow certain abilities depending upon your ancestors.

Eight new prestige classes round out chapter three. Berota are spellcasters that specialize in controlling wind and water through magic. This is an ideal class for a naval heavy campaign. An Eldritch Craftsman is capable of imbuing weapons with enchantment bonuses and magical qualities. This is definitely an NPC-only class and probably best served as a plot device. Elfbane is a class that despises elves and seeks the total extinction of the entire race. This class has some very powerful abilities including Hatred bonuses that will stack with Favored Enemy bonuses. Elffriend is a three level PrC that has the respect and friendship of elves because of his actions. This is more of a “flavor” class and would likely see use in gaming groups that are very strong on roleplay. Grandfather is another NPC PrC. He is the eldest of his race and head of his people. Lifewardens are bane to undead. Their powers are strong but not unbalancing and complement a cleric’s abilities. Man of Two Worlds is a PrC restricted to half-elves. This class embraces the qualities of both races and gains special abilities are a result. Those Who Follow the Second Path is a different sort of prestige class. A member of this class becomes fanatical about defending his elven people to the point of hostility. He rejects the values of his own people and protects them by using any method available, even if the others don’t agree with it.

Chapter four looks at the various tools of the fey and is filled with spells and magic items. Two new clerical domains are outlined, Homeland and Totem. Additionally, the spell list for the Warden and Suromar core classes may be found here. Magic items consist of new armor and weapon qualities along with miscellaneous objects.

Chapters five and seven cover two distinct elven cities (one of which lies in Arcanis). Both are flavorful and can be dropped into nearly any world with little work. I am, however, a bit confused are to why these were separated into two distinct chapters and not combined into one or at least made to be consecutive chapters.

Chapter six is another meaty game mechanics chapter with five new monsters and four new templates. The Eternal template changes a humanoid to undead but provides no negative energy abilities. An eternal is more a force of good and uses positive energy. Fae-Beast is a template for animals that makes them suitable as eldritch companions. Druids and rangers both would enjoy the benefits of a companion with this template. The Half-Elf template allows for the creation of half-elves other than those of elf/human descent. Half-faeries are the result of having a fey parent along with that of another race (half-faerie orcs anyone?).

Critical Hits
The authors went to great lengths to convey an “elven” feel to the book. Personally, I enjoyed the bits of short fiction interwoven throughout the book and felt it contributed to that overall feel. Their intent was to offer a different perception of elves as a race, and to that extent, they succeeded. The templates were interesting, especially the Half-Elf, which I initially thought was unnecessary but later changed my mind.

Critical Misses
The balance of game mechanics is an issue. The combination of psionics and arcane abilities does make the Suromar psihunter a formidable class that has some strongly numbered base attack and save bonuses. I already mentioned the need for the eldritich craftsman to be an NPC-only class. With the imbue enchantment and weapon qualities abilities, this one is ripe for abuse. Likewise the hatred bonus and smite abilities of the elfbane may overbalance a character when paired with the ranger base class.

Coup de Grace
Overall, Eldest Sons is a good book. Players who use Arcanis as their base campaign world are likely to benefit a little more than those who do not. This is not a book for everyone simply because of the nature of its topic. Gamers who really enjoy playing elves or GMs that run worlds with a strong elf presence will likely want to buy the book.

The amount of open game content is sizeable as the book is rich in game mechanics. Some of it is Arcanis-specific and, therefore, closed content. GMs will get more use out of the book than players, but both will benefit. Is it worth the $19.99 price? It depends upon your needs, but for the most part, I feel it is. But you should look it over carefully and decide for yourself.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.
 

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