Sparky McDibben
Adventurer
Alright, y'all! Sparky's back with a brand-new groove, which looks strikingly similar to several other grooves I've done recently. I promised everyone that I'd take a look at the Grim Hollow Player's Guide from Ghostfire Gaming. So I rolled up my sleeves, parted with some cash, and snagged a copy off DriveThru. It's not terrible, which is good, so I figured I'd do a full, in-depth review of the contents and see what we've got. My criteria for judging player-facing campaign setting material is:
I grabbed my copy for $24.99 (PDF only); no issues with bookmarks or layout. It's a solid product, and someone's clearly hired a copy editor (thank you!). The text opens with a very similar introduction to the Campaign Guide, although it rephrases them somewhat. Still, it's the same basic message, even if they added a couple of bullets. That's not much of a problem, as it's only two pages, and the message is a good one for players to hear. This chapter also starts the multi-part microfiction that's woven through the work. Personally, not a fan of this one; it's too overwrought, too dramatic, and just not doing it for me.
From there, we get the "Exotic Races of Etharis," a chapter on six unique races. There's the Weschelkind (a construct left behind by a fae so the parents won't know the fae stole their kid), which is a construct-person built to look like a kid. They're also eternal, and only look like a kid for a little bit each day before their true appearance shows through as a weird automaton. This is delightfully dark, and I love it. Next we get the Laneshi, who are aquatic people with some interesting lore (their mystic caste is made up of people who were born as twins, and then had their twin sacrificed and bound inside them to act as their spirit guide), and not much mechanics. Ogresh are probably the most mechanically powerful race in the book. They get a +2 to Charisma, and a +1 to Constitution and Wisdom, plus advantage to resist the charmed condition, two free skill proficiencies, and a once-per-short-rest charm ability. That's...a lot. The Downcast are this world's version of aasimar, but were actually angels cast out of the heavens when the gods died. They've got resistance to necrotic damage (always handy in Etharis), +2 to Wisdom, thaumaturgy, and free Religion proficiency. They also get a single once per day first level spell, depending on which god they were aligned with. You've also got the Dreamers who are a race that existed in the dim past of the setting, but decided to go into hibernation to avoid some kind of calamity. They're just now waking up. They've got some sleep-related bonuses, like the ability to remove exhaustion on a short rest and "touch the dreams" of anyone within a mile. The Disembodied are people who've been horribly messed up by being too near a Weird Wizard Ritual and now they're trying to come back to the Material Plane.
This is great and all, but you know what would have been really nice? Some pointers on this stuff in the Campaign Guide. Like, if I have a PC playing an Ogresh or a Dreamer, can I get some support on those societies? What's going on with the Disembodied? I could just make it all up, of course, but that's not why I bought the book.
Next up we have the Lands of Etharis, a quick (14-page) primer on key locations in the world. It's enough for a player to go, "Vikings? Dope, I'll be from the Valikan Clans." Not terrible, but not great, either. My feelings on the lore of the world have not changed, because the lore is unchanged. Also, this makes the coyness of the adventure hooks in the Campaign Guide even more maddening, since they've gone and published an entire work for just players. Oy ve.
The last chapter we're going to look at tonight is the Magic of Etharis. This mostly spends time laying out "where your character trained." So if you're a wizard, sorcerer, etc., you have a few specific mage colleges you could come from. If you're a ranger, there are a few natural traditions you might have trained under. This is very well done; it's never proscriptive ("Wizards are only trained here,") but gives enough detail that you don't need to come up with much more. The best part is where they lay out the metaphysics of magic, which is something that no one ever does and I really appreciate them thinking this part through! That's great! One less thing I need to worry about. This section also includes the various demons, seraphs, and elementals that PCs can draw on for power.
So that's the section that introduces the PCs to the world. It does so without drowning them in useless detail (much), boring them with unimaginative descriptions (often), or generally wasting them time (too badly). It's not perfect, but it's decent. But the real sales pitch comes in the next 41 pages. Join me next time and we'll start covering the subclasses in chapter five: New Subclasses!
See y'all then!
- Does it do a good job selling players on the setting? Does it get them excited to play?
- Does it work well within the 5E standard game loop, or does it impose a unique burden on the DM?
- 'Does the content exceed what I could have come up with on my own?
I grabbed my copy for $24.99 (PDF only); no issues with bookmarks or layout. It's a solid product, and someone's clearly hired a copy editor (thank you!). The text opens with a very similar introduction to the Campaign Guide, although it rephrases them somewhat. Still, it's the same basic message, even if they added a couple of bullets. That's not much of a problem, as it's only two pages, and the message is a good one for players to hear. This chapter also starts the multi-part microfiction that's woven through the work. Personally, not a fan of this one; it's too overwrought, too dramatic, and just not doing it for me.
From there, we get the "Exotic Races of Etharis," a chapter on six unique races. There's the Weschelkind (a construct left behind by a fae so the parents won't know the fae stole their kid), which is a construct-person built to look like a kid. They're also eternal, and only look like a kid for a little bit each day before their true appearance shows through as a weird automaton. This is delightfully dark, and I love it. Next we get the Laneshi, who are aquatic people with some interesting lore (their mystic caste is made up of people who were born as twins, and then had their twin sacrificed and bound inside them to act as their spirit guide), and not much mechanics. Ogresh are probably the most mechanically powerful race in the book. They get a +2 to Charisma, and a +1 to Constitution and Wisdom, plus advantage to resist the charmed condition, two free skill proficiencies, and a once-per-short-rest charm ability. That's...a lot. The Downcast are this world's version of aasimar, but were actually angels cast out of the heavens when the gods died. They've got resistance to necrotic damage (always handy in Etharis), +2 to Wisdom, thaumaturgy, and free Religion proficiency. They also get a single once per day first level spell, depending on which god they were aligned with. You've also got the Dreamers who are a race that existed in the dim past of the setting, but decided to go into hibernation to avoid some kind of calamity. They're just now waking up. They've got some sleep-related bonuses, like the ability to remove exhaustion on a short rest and "touch the dreams" of anyone within a mile. The Disembodied are people who've been horribly messed up by being too near a Weird Wizard Ritual and now they're trying to come back to the Material Plane.
This is great and all, but you know what would have been really nice? Some pointers on this stuff in the Campaign Guide. Like, if I have a PC playing an Ogresh or a Dreamer, can I get some support on those societies? What's going on with the Disembodied? I could just make it all up, of course, but that's not why I bought the book.
Next up we have the Lands of Etharis, a quick (14-page) primer on key locations in the world. It's enough for a player to go, "Vikings? Dope, I'll be from the Valikan Clans." Not terrible, but not great, either. My feelings on the lore of the world have not changed, because the lore is unchanged. Also, this makes the coyness of the adventure hooks in the Campaign Guide even more maddening, since they've gone and published an entire work for just players. Oy ve.
The last chapter we're going to look at tonight is the Magic of Etharis. This mostly spends time laying out "where your character trained." So if you're a wizard, sorcerer, etc., you have a few specific mage colleges you could come from. If you're a ranger, there are a few natural traditions you might have trained under. This is very well done; it's never proscriptive ("Wizards are only trained here,") but gives enough detail that you don't need to come up with much more. The best part is where they lay out the metaphysics of magic, which is something that no one ever does and I really appreciate them thinking this part through! That's great! One less thing I need to worry about. This section also includes the various demons, seraphs, and elementals that PCs can draw on for power.
So that's the section that introduces the PCs to the world. It does so without drowning them in useless detail (much), boring them with unimaginative descriptions (often), or generally wasting them time (too badly). It's not perfect, but it's decent. But the real sales pitch comes in the next 41 pages. Join me next time and we'll start covering the subclasses in chapter five: New Subclasses!
See y'all then!