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[Let's Read] Historica Arcanum: The City of Crescent
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<blockquote data-quote="Libertad" data-source="post: 8969514" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/kwGSUAE.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.metismedia.net/the-city-of-crescent" target="_blank">Official Site.</a></p><p><a href="https://www.metismedia.net/on-sale?Category=City+of+Crescent" target="_blank">Store Page.</a></p><p></p><p>It goes without saying that the third party marketplace is a crowded affair, and it’s hard for individual products to stand out. This is magnified for first-time publishers, who often don’t have the staying power of name recognition or networking of their older peers. But Historica Arcanum: the City of Crescent, managed to make a strong first impression with a rather novel idea for a KickStarter.</p><p></p><p>In lieu of your standard medieval fantasy, the City of Crescent sought to use 5th Edition to make a setting and level 1 to 8 adventure path closer to the urban fantasy genre. A more modern world, but where secret societies of monsters and magicians lurk amid the teeming masses of humanity, hatching hidden plots via cloak and magical daggers. But unlike the modern Earth of said genre, the City of Crescent takes place in an historical fantasy version of 19th Century Istanbul, where a Sultan-to-be in Topkapı Palace turns to dangerous magic to reverse the decline of his Empire. Where a once-loyal officer, who sacrificed so much to strengthen and modernize his country, finds himself taking up arms against the crown in the name of liberating the oppressed. And where the PCs, who have been hired by the Royal Polymath to accompany him on an archeological expedition, discover that their employer’s memory has been magically wiped of vital knowledge. Thus they find themselves in the crosshairs of those who seek to transform the Ottoman Empire into their own image, by blood and spellfire.</p><p></p><p>It even has a custom soundtrack, found on <a href="https://www.youtube.com/channel/UCocxLjpt2bBq6tuitcvvJSg" target="_blank">YouTube</a> and other places such as Spotify. The book itself matches up the track titles with proper characters, locations, and events. I will do my part in linking up the tracks as appropriate during my review.</p><p></p><p style="text-align: center"><strong>Chapter 1: Historica Arcanum</strong></p><p></p><p><strong>Origin of Magic:</strong> In the alternate timeline of Historica Arcanum, magic is a force that is at odds with reality, the supernatural twists and breaks the natural via tears in space-time. The more one relies on magical powers, the more fragile they make the surrounding environment and even themselves, and this fragileness can be exhibited in a multitude of ways. The magic of wizardry is believed to draw upon the forces of entropy, divine magic is empowered by subjective faith, sorcerous magic is the result of one’s bloodline being affected by otherworldly environments or creatures, druidic/natural magic is believed to create spirits of nature from one’s subconscious, and users of pact magic gain their powers from the blessings of a magical entity.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/RBm4Kh5.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Mythologia Arcanum</strong> covers fantasy races and monsters, their origins and place in the world. Virtually every entity that doesn’t exist in the real world has been created or shaped by magic in some way: for example, dragons were worshiped as deities by Mesopotamian cults, originating from humans who turned into winged beasts through centuries worth of experiments and rituals. People who die with the desire to perform some great unfinished task commonly rise as undead or were forced that way from necromancy. The process is dangerous enough that most people become mindless or consumed with a singular purpose, such as zombies and ghouls, which are known as hollow undead. But more powerful individuals can retain a semblance of free will, known as the primogenitus which counts vampires, liches, and other such entities among their ranks.</p><p></p><p>Djinnkind bear a special mention. In Historica Arcanum, the djinn are beings who live in an unseen world known as Al-Ghaib, crafted from smokeless fire. But they are not elemental entities like in traditional D&D, but a category of their own. Most of them are wicked folk, and while many sought to summon them for their power they treat humanity as tools and diversions to use and cast aside when they deign to visit our world. <a href="https://www.youtube.com/watch?v=-RXNzTq9CI8" target="_blank">While djinn have a diversity of forms, the commonality between them is that they look to be things spawned from the worst of nightmares.</a></p><p></p><p>But what of the Player Character Races? Well they too have a place in this setting. Unlike other worlds and time periods the non-humans of Historica Arcanum have been forced into hiding, relying upon magic, disguises, and hidden communities to avoid persecution. Some, such as elves and halflings, have an easier time walking the streets of Istanbul with strategically-placed cloaks and hats or a cover story for why their non-human features look that way. More overtly nonhuman races, such as dragonborn and tieflings, must resort to more full-body disguises.</p><p></p><p>The dragonborn have similar origins as dragons, although their particular lineages came during the collapse of Bronze Age Empires. Dwarves were humans who turned to magic to survive the Ice Age, the elven lineages are differing results of spellcasters abusing magic to achieve immortality, the orcs were elite soldiers of the Bronze Age Sea Peoples, the halflings surviving tribes of a massacre by Qin soldiers during the Battle of Changping, gnomes were monks and scholars of the Shang dynasty whose forms were altered from magical research, and tieflings are the children of parents and ancestors who turned to pact magic.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/OAHmhC7.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><strong>Running a Story in Istanbul</strong> covers the more mundane aspects of life in the City of Crescent, being closer to how life was back then without the backdrop of magical conspiracies. Istanbul has gone by many names, but what people across eras and cultures could agree on was that it is the jewel of the Mediterranean, a bastion of knowledge, trade, and history. After the conquests of 1453, the Ottomans viewed themselves as continuing on the legacy, the fall of the Eastern Roman Empire being absorbed and reborn under their rule.</p><p></p><p>But the Ottoman Empire’s greatest days are behind it: few doubt this fact, but the reasons as to why and how to reverse it, if possible, are of great debate. <a href="https://en.wikipedia.org/wiki/Tanzimat" target="_blank">The current government sought a path of modernization,</a> to refurbish their social and political infrastructure along with aspects of Westernization in the hopes of drawing upon more successful European practices. Such reforms are not without controversy among traditionalists, and one such consequence was the violent destruction of the Janissary Corps in an <a href="https://en.wikipedia.org/wiki/Auspicious_Incident" target="_blank">Auspicious Incident</a> that would go down in infamy.</p><p></p><p>This sections’ entries are broken up into various subject matters: how magic is viewed by the general populace (<a href="https://en.wikipedia.org/wiki/Shirk_(Islam)" target="_blank">shirk,</a> wichcraft, tools of wicked folk, but people still use them discreetly), where do the non-human races congregate (in the Undercity), a common list of aristocratic and governmental titles, common exclamations and loanwords (such as Insallah meaning “God wills it,” basically “I hope”), common names for inhabitants based on ethnicity and religion, and recent major events (such as the Tanzimat Reforms and Crimean War). These entries also go into detail on common occupations by economic class as well as what people in said economic groups commonly wear, do for fun,* where they get their news from, and general education level and likelihood in being multilingual.</p><p></p><p>*There’s even skill checks and very brief mini-games provided for such events, from shadowplays to bidding on rare items at auctions. We even have a table for less leisurely activities, such as skill challenges for chase scenes involving rooftop jumping, underground passages, and horse carriages!</p><p></p><p>Speaking of languages, the book mentions that Istanbul, and the Ottoman Empire at large, is a very heterogeneous society. Turks, Greeks, Arabs, Jews, Armenians, Slavs, and a multitude of other ethnicities and nationalities are a common presence in the city, and minority groups are more likely to be fluent in their native tongues and less likely to be secular on account of adhering to their cultural traditions in lieu of assimilation. The book also notes likely reasons why people from certain countries would be visiting Istanbul for both PCs and NPCs.</p><p></p><p><strong>The Lies We Told:</strong> One of the appendices in back discusses the creative liberties the authors took in regards to real-world history. For instance, Istanbul wouldn’t become the city’s official name until the 1920s, and it was more popularly called Constantinople during the 19th Century. This was done to be a catch-all more in line with an international audience. Additionally, the current year isn’t clearly defined, and events from the early to late 19th century have been squeezed closer together. But the aesthetic and technology of the adventure is in line with the 1850s. </p><p></p><p>While it will go into greater detail in the next chapter, the book makes a brief note on changes for languages and equipment. Those PCs who would know Common in other settings are fluent in Turkish, French,* and Arabic. Proficiency in exotic/rare languages instead nets proficiency in a dead language, while other languages such as Dwarvish and Elvish let the PC choose another living language in the world. While the book still uses the copper/silver/gold standard, the closest equivalents at this time would be akcha (silver piece), para (gold piece), and Ottoman Lira (1 platinum piece). A more accurate economic interpretation would be where 1 Ottoman Lira is equal to 100 kurush, and 1 kurush is 40 para,** but the writers are going with the more convenient 1/10/100 progression.</p><p></p><p>*Many wealthy Ottomans are Francophiles, and it is from that country that many Westernization attempts are modeled after at this time.</p><p></p><p>**I suppose they could’ve made the kurush the electrum piece standard in being the oddly-fitting currency a lot of gamers have headaches about.</p><p></p><p>Additionally, there are reflavored versions as well as alternate lists for weapons and armor, given that the 19th Century has traded in the bow and plate armor for firearms and lighter protective gear. Anyone who is proficient in martial weapons is proficient in firearms.</p><p></p><p style="text-align: center"><img src="https://i.imgur.com/hxEP3HO.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><img src="https://i.imgur.com/GrHoZ6s.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Just looking at these tables of new weapons and armor, we can make some comparisons. Steel vests are equivalent to half plate armor, but cheaper and let you maintain stealth along with being partially bulletproof. Buff coats are also more appealing than any light armor and some medium for similar reasons. In regards to weapons, firearms stand out the most. Handguns of both types deal shortbow damage but are much more expensive and have longer range increments. The Tufeq is also longer-range than a longbow, but like the handgun and crossbows it must be reloaded so you can’t make multiple attacks with it in a round. Early shotguns are pretty damaging, but have a much lower range than a heavy crossbow although they can shoot twice before needing to be reloaded instead of once. Furthermore, all weapons with the Gunpowder property are very damaging; if they roll the maximum number on a damage die result, the die is rerolled and that new value is added on top of the previous damage. As the text doesn’t specify weapon die damage, this can be really good for Rogues with Sneak Attack.</p><p></p><p>While one may say such gear is “overpowered” in comparison to Core 5e equipment, it’s not the kind that can wildly throw off encounter balance and does line up with encouraging PCs to gear up with less outdated items.</p><p></p><p><strong>Thoughts So Far:</strong> Historica Arcanum is off to a strong start. The setting is a novel one you don’t see very often in Dungeons & Dragons, and the authors do a great job setting up the initial concept while giving brief yet informative descriptions on daily life in the city. The weak points are that the initial artwork is simple and sparse,* and while there is some variance a lot of the fantasy monsters and races feel a bit too similar in being variations of “a wizard did it” in their origin, even if the monsters or magic come from unique backgrounds or ways of expressing said magic.</p><p></p><p>I don’t know how to feel about making firearms into martial weapons. The proliferation of guns was partly due to their ease of use in comparison to bows, and you get some odd choices like Rogues being able to use hand crossbows but not pistols. There’s also the fact that handguns don’t have the light property but there is a feat and several cases in the book where NPCs are dual-wielding them, so I feel that this is an oversight.</p><p></p><p>*It gets a lot more detailed in the following chapters, particularly Chapter 3 onwards.</p><p></p><p><strong>Join us next time as we cover Chapter 2 and learn how to make a character!</strong></p></blockquote><p></p>
[QUOTE="Libertad, post: 8969514, member: 6750502"] [center][img]https://i.imgur.com/kwGSUAE.png[/img][/center] [url=https://www.metismedia.net/the-city-of-crescent]Official Site.[/url] [url=https://www.metismedia.net/on-sale?Category=City+of+Crescent]Store Page.[/url] It goes without saying that the third party marketplace is a crowded affair, and it’s hard for individual products to stand out. This is magnified for first-time publishers, who often don’t have the staying power of name recognition or networking of their older peers. But Historica Arcanum: the City of Crescent, managed to make a strong first impression with a rather novel idea for a KickStarter. In lieu of your standard medieval fantasy, the City of Crescent sought to use 5th Edition to make a setting and level 1 to 8 adventure path closer to the urban fantasy genre. A more modern world, but where secret societies of monsters and magicians lurk amid the teeming masses of humanity, hatching hidden plots via cloak and magical daggers. But unlike the modern Earth of said genre, the City of Crescent takes place in an historical fantasy version of 19th Century Istanbul, where a Sultan-to-be in Topkapı Palace turns to dangerous magic to reverse the decline of his Empire. Where a once-loyal officer, who sacrificed so much to strengthen and modernize his country, finds himself taking up arms against the crown in the name of liberating the oppressed. And where the PCs, who have been hired by the Royal Polymath to accompany him on an archeological expedition, discover that their employer’s memory has been magically wiped of vital knowledge. Thus they find themselves in the crosshairs of those who seek to transform the Ottoman Empire into their own image, by blood and spellfire. It even has a custom soundtrack, found on [url=https://www.youtube.com/channel/UCocxLjpt2bBq6tuitcvvJSg]YouTube[/url] and other places such as Spotify. The book itself matches up the track titles with proper characters, locations, and events. I will do my part in linking up the tracks as appropriate during my review. [center][b]Chapter 1: Historica Arcanum[/b][/center] [b]Origin of Magic:[/b] In the alternate timeline of Historica Arcanum, magic is a force that is at odds with reality, the supernatural twists and breaks the natural via tears in space-time. The more one relies on magical powers, the more fragile they make the surrounding environment and even themselves, and this fragileness can be exhibited in a multitude of ways. The magic of wizardry is believed to draw upon the forces of entropy, divine magic is empowered by subjective faith, sorcerous magic is the result of one’s bloodline being affected by otherworldly environments or creatures, druidic/natural magic is believed to create spirits of nature from one’s subconscious, and users of pact magic gain their powers from the blessings of a magical entity. [center][img]https://i.imgur.com/RBm4Kh5.png[/img][/center] [b]Mythologia Arcanum[/b] covers fantasy races and monsters, their origins and place in the world. Virtually every entity that doesn’t exist in the real world has been created or shaped by magic in some way: for example, dragons were worshiped as deities by Mesopotamian cults, originating from humans who turned into winged beasts through centuries worth of experiments and rituals. People who die with the desire to perform some great unfinished task commonly rise as undead or were forced that way from necromancy. The process is dangerous enough that most people become mindless or consumed with a singular purpose, such as zombies and ghouls, which are known as hollow undead. But more powerful individuals can retain a semblance of free will, known as the primogenitus which counts vampires, liches, and other such entities among their ranks. Djinnkind bear a special mention. In Historica Arcanum, the djinn are beings who live in an unseen world known as Al-Ghaib, crafted from smokeless fire. But they are not elemental entities like in traditional D&D, but a category of their own. Most of them are wicked folk, and while many sought to summon them for their power they treat humanity as tools and diversions to use and cast aside when they deign to visit our world. [url=https://www.youtube.com/watch?v=-RXNzTq9CI8]While djinn have a diversity of forms, the commonality between them is that they look to be things spawned from the worst of nightmares.[/url] But what of the Player Character Races? Well they too have a place in this setting. Unlike other worlds and time periods the non-humans of Historica Arcanum have been forced into hiding, relying upon magic, disguises, and hidden communities to avoid persecution. Some, such as elves and halflings, have an easier time walking the streets of Istanbul with strategically-placed cloaks and hats or a cover story for why their non-human features look that way. More overtly nonhuman races, such as dragonborn and tieflings, must resort to more full-body disguises. The dragonborn have similar origins as dragons, although their particular lineages came during the collapse of Bronze Age Empires. Dwarves were humans who turned to magic to survive the Ice Age, the elven lineages are differing results of spellcasters abusing magic to achieve immortality, the orcs were elite soldiers of the Bronze Age Sea Peoples, the halflings surviving tribes of a massacre by Qin soldiers during the Battle of Changping, gnomes were monks and scholars of the Shang dynasty whose forms were altered from magical research, and tieflings are the children of parents and ancestors who turned to pact magic. [center][img]https://i.imgur.com/OAHmhC7.png[/img][/center] [b]Running a Story in Istanbul[/b] covers the more mundane aspects of life in the City of Crescent, being closer to how life was back then without the backdrop of magical conspiracies. Istanbul has gone by many names, but what people across eras and cultures could agree on was that it is the jewel of the Mediterranean, a bastion of knowledge, trade, and history. After the conquests of 1453, the Ottomans viewed themselves as continuing on the legacy, the fall of the Eastern Roman Empire being absorbed and reborn under their rule. But the Ottoman Empire’s greatest days are behind it: few doubt this fact, but the reasons as to why and how to reverse it, if possible, are of great debate. [url=https://en.wikipedia.org/wiki/Tanzimat]The current government sought a path of modernization,[/url] to refurbish their social and political infrastructure along with aspects of Westernization in the hopes of drawing upon more successful European practices. Such reforms are not without controversy among traditionalists, and one such consequence was the violent destruction of the Janissary Corps in an [url=https://en.wikipedia.org/wiki/Auspicious_Incident]Auspicious Incident[/url] that would go down in infamy. This sections’ entries are broken up into various subject matters: how magic is viewed by the general populace ([url=https://en.wikipedia.org/wiki/Shirk_(Islam)]shirk,[/url] wichcraft, tools of wicked folk, but people still use them discreetly), where do the non-human races congregate (in the Undercity), a common list of aristocratic and governmental titles, common exclamations and loanwords (such as Insallah meaning “God wills it,” basically “I hope”), common names for inhabitants based on ethnicity and religion, and recent major events (such as the Tanzimat Reforms and Crimean War). These entries also go into detail on common occupations by economic class as well as what people in said economic groups commonly wear, do for fun,* where they get their news from, and general education level and likelihood in being multilingual. *There’s even skill checks and very brief mini-games provided for such events, from shadowplays to bidding on rare items at auctions. We even have a table for less leisurely activities, such as skill challenges for chase scenes involving rooftop jumping, underground passages, and horse carriages! Speaking of languages, the book mentions that Istanbul, and the Ottoman Empire at large, is a very heterogeneous society. Turks, Greeks, Arabs, Jews, Armenians, Slavs, and a multitude of other ethnicities and nationalities are a common presence in the city, and minority groups are more likely to be fluent in their native tongues and less likely to be secular on account of adhering to their cultural traditions in lieu of assimilation. The book also notes likely reasons why people from certain countries would be visiting Istanbul for both PCs and NPCs. [b]The Lies We Told:[/b] One of the appendices in back discusses the creative liberties the authors took in regards to real-world history. For instance, Istanbul wouldn’t become the city’s official name until the 1920s, and it was more popularly called Constantinople during the 19th Century. This was done to be a catch-all more in line with an international audience. Additionally, the current year isn’t clearly defined, and events from the early to late 19th century have been squeezed closer together. But the aesthetic and technology of the adventure is in line with the 1850s. While it will go into greater detail in the next chapter, the book makes a brief note on changes for languages and equipment. Those PCs who would know Common in other settings are fluent in Turkish, French,* and Arabic. Proficiency in exotic/rare languages instead nets proficiency in a dead language, while other languages such as Dwarvish and Elvish let the PC choose another living language in the world. While the book still uses the copper/silver/gold standard, the closest equivalents at this time would be akcha (silver piece), para (gold piece), and Ottoman Lira (1 platinum piece). A more accurate economic interpretation would be where 1 Ottoman Lira is equal to 100 kurush, and 1 kurush is 40 para,** but the writers are going with the more convenient 1/10/100 progression. *Many wealthy Ottomans are Francophiles, and it is from that country that many Westernization attempts are modeled after at this time. **I suppose they could’ve made the kurush the electrum piece standard in being the oddly-fitting currency a lot of gamers have headaches about. Additionally, there are reflavored versions as well as alternate lists for weapons and armor, given that the 19th Century has traded in the bow and plate armor for firearms and lighter protective gear. Anyone who is proficient in martial weapons is proficient in firearms. [center][img]https://i.imgur.com/hxEP3HO.png[/img] [img]https://i.imgur.com/GrHoZ6s.png[/img][/center] Just looking at these tables of new weapons and armor, we can make some comparisons. Steel vests are equivalent to half plate armor, but cheaper and let you maintain stealth along with being partially bulletproof. Buff coats are also more appealing than any light armor and some medium for similar reasons. In regards to weapons, firearms stand out the most. Handguns of both types deal shortbow damage but are much more expensive and have longer range increments. The Tufeq is also longer-range than a longbow, but like the handgun and crossbows it must be reloaded so you can’t make multiple attacks with it in a round. Early shotguns are pretty damaging, but have a much lower range than a heavy crossbow although they can shoot twice before needing to be reloaded instead of once. Furthermore, all weapons with the Gunpowder property are very damaging; if they roll the maximum number on a damage die result, the die is rerolled and that new value is added on top of the previous damage. As the text doesn’t specify weapon die damage, this can be really good for Rogues with Sneak Attack. While one may say such gear is “overpowered” in comparison to Core 5e equipment, it’s not the kind that can wildly throw off encounter balance and does line up with encouraging PCs to gear up with less outdated items. [b]Thoughts So Far:[/b] Historica Arcanum is off to a strong start. The setting is a novel one you don’t see very often in Dungeons & Dragons, and the authors do a great job setting up the initial concept while giving brief yet informative descriptions on daily life in the city. The weak points are that the initial artwork is simple and sparse,* and while there is some variance a lot of the fantasy monsters and races feel a bit too similar in being variations of “a wizard did it” in their origin, even if the monsters or magic come from unique backgrounds or ways of expressing said magic. I don’t know how to feel about making firearms into martial weapons. The proliferation of guns was partly due to their ease of use in comparison to bows, and you get some odd choices like Rogues being able to use hand crossbows but not pistols. There’s also the fact that handguns don’t have the light property but there is a feat and several cases in the book where NPCs are dual-wielding them, so I feel that this is an oversight. *It gets a lot more detailed in the following chapters, particularly Chapter 3 onwards. [b]Join us next time as we cover Chapter 2 and learn how to make a character![/b] [/QUOTE]
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