Hollowfaust: City of Necromancers

On the outset of hearing about a city of Necromancers being the next focus for looking at some of the areas around Ghelspad in the Scarred Lands, I was a bit nonplussed, as I didn't know what to expect nor what to think of a city of necromancers living in relative peace while ANOTHER near by city, Glivid Autel, was apparently fighting them! Needless to say I wasn't sure whether I'd like this product or not.

However thankfully I can say, Hollowfaust: City of Necromancers IS a good book. I was first assured that by the cover. It's really chilling cover in my book, the necromancer and his Unfailing trying to defend themselves against a horde of undead. For me, this is probably a better cover than some I've seen in other books dealing with Necromancy (I wasn't THAT impressed with Mongoose's cover art, even if what people describe to me from the book sounds great).

What really intrigued me about this book, as the preface started was this book was out to shatter notions that all necromancers are power hungry, world dominating, manicial soulless masters of death magic and it's creatures. I'm going to quote this for you since I think it's appropriate to give everyone a REAL bird's eye view and idea about what Hollowfaust IS and what Hollowfaust is not.

"Hollowfaust's necromancers are a breed apart; erudite, sophisicated, learned, and only occasionally evil. If you enjoy messing with your players' head and their shattering pre-conceived notions, we're proud to help. If, on the other hand, the notion of sensible, neutral-aligned necromancers who view death from a scientist perspective and who have no ambitions of world conquests messes with YOUR head, then we are even proud" - from the preface of Hollowfaust: City of Necromancers

So as you can see, we already dealing with a very different animal than the usual megolamanic "kill em all" type of necromancer we usually hear and read about. This book, after the initial introduction, divides itself Five separate chapters, each dealing with a different aspect of both necromancers as well as the city itself.

The introduction is given by two different people, one a guest, a scribe from nearby Lokil, the other a resident, a priest of Madriel. Both are of interest but nothing of great substance.

Chapter 1 gives the history of the area, along with the reason the Seven Pilgrims (the Necromancers of various stripes), came to found this place. Apparently it had been the site of a city called Surma, now thanks to the Divine War, it got shelled when the volcano erupted. Thus it now possesses a kind of magnetic draw of necrotic energy. Really this is pretty meaty stuff but I won't draw it all out. Suffice to say, this city has repelled numerous invaders from ALL walks of titanspawn life. Also there is some good detail about the OTHER city, Glivid Autel but no maps of it.

Chapter 2 gives us a very detialed look at the life, lifestyles, and general FEEL for the city. Understand folks, LAW is necessary here, since many of them understand chaos equal total destruction and that's the last thing the ruling body of necromancers want. That isn't to say there isn't crime, but things like murder, theft, rape and assaults, are swifty and STIFFLY put down. Usually by having an Animator take the newly made corpse and make it apart of the defenses of the city. So for you devious DMs out there, I'd suggest STRINGENT attention to Hollowfaust's laws. They are there for a reason. One interesting feature about the city is it being built near the now dormant volcano called by many as Vangal's Throne, (Vangal being the SL god of destruction, earthquakes, volcanoes, pestilence and bloodshed). It's also home to the necromancers, at least inside. Outside, the city is called by many of the necromancers as the Upperfaust (Faust meaning volcano), while the inner part is called the Underfaust. There's no map for the Underfaust, since they have decided to let the GM/DMs handle this one point. One of my laws though deals with what's called final fortiture. This is where a living or no longer living corspe is given over the one of the seven guilds of necromancers, to be expermented on. One final thing to note, unlike other city states in the Scarred Lands, the populace has no FAVORED diety, unless you count Nemorga. But even he gets only a few favors. The rest of the gods, get their due, but no one god or goddess holds sway, since the necromancers and the populace at large generally deal only with the dead, what matters the gods then? That isn't to say this isn't a thriving town, it's a large city (around 22,000 people) that has a need for rare bones, and other exports and houses a vast collections of works, both mundane and magical.

Chapter 3 deals the necromancers in general. Understand that the city itself is subdivided by the necromancers. Thus there are the regular citizens and those the work for or are necromancers. Necromancers are themselves subdivided into basically three catagories, apprentice, journeymen and masters. Of course there are the Guilds themselves, where a necromancer may choose to join. Those outsider wizards who pratice necromancy may apply...but only AFTER very careful scrunity. Many of the necromancers here remember the rift inside their city when a group of their own when outside their laws for their own benefits. There's also a good deal about the seven guilds and their guild leaders. I'll be breif and just list them here:

The Anatonists (they deal with the body, corruption (physical not moral), and rot)

The Animators (they raise, create and mold the bodies that become part of the defense of Hollowfaust)

The Chorus of the Banshee (These are the bardic side of necromancy, dealing with ghosts and putting them to rest, as well as telling their tales)

The Followers of Nemorga (while more clerical in nature, they deal with all forms of undead since their gods is the Lord of Underworld and the dead that go there)

The Speakers of the Dead (like mediums they deal with restless spirits and also talk to the dead for guidance)

The Sowers of Fear (deal more with fear like effect. While they enjoy putting on macabre performances for the locals, they can be quite brutal, especially when dealing with convicted personages)

Chapter Four talks about the adventures. While they vary as to pluggability, they do offer some great challenges and ideas for how to implement Hollowfaust as a base, as a challenge, or just for kicks.

Chapter 5 deals with magical items, spells, pr-classes and monsters/creatures closely associated with Hollowfaust and their necromancers. Monster wise, the obvious choice has to be the Bonewrack dragon, even though the Risen have some interesting capabilities. The art for the monsters is subpar, and certainly not what will draw a lot of people. Pr class wise, the Unfailing, while having an editing problem in the HD (it should read d12 not d1), is still an interesting class. I also think for DM/GMs out there, the unfailing's blades will be of some interest.

Finally there's a map of the city that corrsponds with what's been talked about in chapter 2. It's not a pull out and that, quite frankly is ashame.

Overall, there were some glaring editing/devoloping problems such as one section that they had been writing about on the sewers on one page didn't show up on the next, and as mentioned the Unfailing problem. That plus the mishandled columns on the spells, detracted a good bit from my inital enjoyment. But even so, what Hollowfaust offered to me as a GM/DM was far more than I expected. So while it's not perfect folks, it damn good product to get and I heartily recommend it to those wanting to see what else is out there for necromancers.
 

log in or register to remove this ad

I bought this sourcebook in the hope that it might be better than the Creature Collections. Let me say that I was NOT disappointed.
After all that I skimmed through or bought for myself of the S&SS stuff, this is by far their best.
I've to admit that I have a favor for necromany, undead and such things. But I think this only made me more expectant and more easy to disappoint.
Hollowfaust is different to many sourcebooks you can find about necromancy. It supplies the reader with a whole campaign backround and a setting that is usable for more than the normal undead bashing as well as with a bunch of PCs, spells and magical items. And it not only shows the problem with this magical art but it lives the thin line between evil use of the powers provided and the great possibilities it holds. In Hollowfaust both comes together.

Even if you do not want to use it in your campaign, it is a basket full of good ideas.
I'm still looking for a way to implement it into my Kalamar campaign but even if this won't work in a way I see as fitting, it still provided two enjoyable evenings of reading and I like skipping through it every now and then.
 

As far as i recall, only one series of products tackled the issue of necromancy well enough for my taste. It was the Jakandor setting, a three-product one-shot containing a well-packed island campaign.
The first book dealt with the barbarians, and from what the reader could learn, the forth-coming campaign would be a great necro hunt: the "evil" charonti were definetely the bad guys.
Then the second book came out, Jakandor, island of destiny, and one learnt a lot about the necromancers' culture... And it was stupendous. In fact, the aim of the series was to show that with a simple twist you could demolish old fantasy clichés while at the same time offering solid ground for the PCs to play on. The Charonti were neutral, and even good, and their necromantic culture was great.

I thought i would never find such a good alternative view of necromancy in any other product. And you guess where i'm going: i was wrong. Hollowfaust (Val-Faust in the French version i own) is a very strong setting, and as it is located in a very interesting place of Ghelspad, it can be useful for the DM who wants to scare the players with a little "to the land of the titanides and back" trip in the area.

The book follows the lead of Mithril, but it has definetely a better edge on the background side. The idea behind all these city-state accessories may be to give the players really cool headquarters in this BIG DUNGEON continent that is Ghelspad. This is a great innovation.

As for the content, it has a history section, which expands what is already known of the past story of the land, a fairly long city description, a good look at the NPCs, and all in all these sections of the book are well done. You may not like the art, which is far less beautiful than what Wizards does for otherwise worse products : this is too bad because with the imagination of the scarred lands designers and some colour paintings by sam wood or stephen daniele you might really find the best d20 products ever.
Imagine a Lockwood-paint Bonewrack dragon... I'm dreaming.

Some goodies deserve a special mention: the adventures seeds are REALLY useful for the DM who has already used what Mithril had to offer: as they are the only real scenarii for the Scarred Lands, they must be read with attention. The Appendice are interesting, especially the prestige class part, for it contains a bard PrC which is far darker than the virtuoso of Song and Silence. The four other PrC are all interesting, and their art is evocative and beautiful. One can congratulate the editor for the versatility of the Prc: one combative class, a roguish one, and the DM is grateful!

The spell section is full of average-interest spells, with a notable 9th level spell, a really awful one with deadly implications on the background: surprise!


Now the Bad Aspects, because they are many: first, when i buy a city-based setting, i immediately flip through the book to find the map. Here do not hurry, it is quite bad and not practical at all. Moreover, there is no large area map, except as a back picture on the first page of each section, so it is not usable.
I already said the art was awful. It is quite true. But you will definetely like the Sombrero fashion style of the necromancers! They rock. Again, it is too bad White Wolf cannot get Wizards artists, or even Dungeon ones. William O'Connor's cover saves the whole with a beautiful fight picture, where you can see the large-hat style of a skywalker fan necro... goody goooooody!

In Conclusion, Hollowfaust is a bit better than Mithril, but on the average it is obvious that all the scarred lands products are of exceptional quality for non books. Gygax was right at saying Skip and the others had serious competition.
Still, it is perhaps too bad that the whole line of products does not already features a valid campaign. As far as i know we will have to wait till september to put all this fantastic background to use.

Till then, you may find some spare time to play Prophecies of the Dragon!!

Qsad.

axoneres@caramail.com
 

Hollowfaust: City of Necromancers is, obviously enough, a city sourcebook for the Scarred Lands setting. It's based around a fairly unique concept...that of a city ruled by necromancers who aren't specifically of a evil and nasty bent.

Appearances: A softcover book with 136 pages, 4 of which are advertisements. I love the cover, and the interior are ranges from adequate to good. None of it stands out as actually being bad. However, I do have a serious gripe about the fact that the map of the city really should have been better than merely "not bad". And no index.

Substance: The setting and flavor is excellent, and the book never seems to linger longer than it should on any particular topic. Hollowfaust goes over everything a good city book should. Laws, society, power structure, important NPCs (most with stats), and tons of interesting little tidbits and asides. On top of that, the book really goes the extra mile with some nice adventure hooks, 2 feats (one of which, Icy Calm, has already seen use in my game), 16 magic items, an artifact, 13 great spells, 5 prestige classes, and 11 new creatures.

The only major beef, other than the unimpressive map, that I have with this book is that clerics who focus on necromancy get brushed over. I get the impression from most d20 product though.

In Conclusion: Hollowfaust is a great book. If any of the following is applies to you, then you should own this book: A) You run a game in the Scarred Lands setting, B) You really dig necromancers and the undead, or C) You want an excellent stockpile of original ideas and useful bits and pieces that can be used externally from the setting. Sword & Sorcery Studios is definately setting an excellent standard for d20 products.
 

Remove ads

Top