The latest in Darkfuries Publishing Masterwork Maps line of books, Temples & Shrines continues to do what the other books in the line have done in the past: provide clear and detailed maps, presented in a context that allows for easy use in almost any fantasy game, and providing plenty of details that are useful and easily adapted to a game masters world. The author and cartographer is Brian Moseley, and interior artists are Shafali Anand and Sergio Villa Isala.
My copy of the book is review copy from the publisher. This is not a play test review.
The cover of the book, designed by Terry Pavlet, is simple but well designed, using the basic framework that many other d20 books have used before, that of an old book. The tropes here are simple and used sparingly: a few brass corner plates and latches on a worn leather background. The centerpiece of the cover is one of the maps from the interior, showing the amount of detail present on each of the maps. Overall, the cover is good, and gets to the point of the book: clear, easy to read, detailed maps. I am getting a bit tired of seeing so many d20 books use the “tome of knowledge” look, but this one is subtle and the design fits the books content.
Before I start reviewing the content of the book, I’d like to discuss its layout and organization. I have one issue with the layout of the book, and it is not in the text or artwork, but in the large border found on each page. While many publishers use borders in their books, I personally find them to be distracting and unnecessary, especially when they are large and busy with artwork, as I found these to be. The border consists of intricate scrollwork across the top of the page and a column down the outside edge. The top outside corner of each column, where it meets the scrollwork, is flared in at an angle and takes up a fair amount of text space. Aside from the borders, the rest of the book is laid out very nicely, with a minimal amount of white space (except where necessary around the maps). The text density is good, laid out in two columns per page, and easily readable.
While not apparent from the title or back cover, Temples & Shrines presents not just maps of temples and shrines, but a complete pantheon of 34 gods and goddesses that can easily be used in a campaign or replaced with gods from the game masters own world. If you are not looking for a full pantheon of gods, this could be disappointing, as it is a large amount of the books content, although taken in context with the maps, is a very good method of presenting the books focus. The gods are presented by alignment, from Lawful Good to Chaotic Evil, and have fairly typical areas of influence. There is a goddess of magic, god of night, god of justice, god of travel, goddess of water, and so on. Each god has a complete description, including a stat block, description of relations to the other gods, appearance, and any additional information needed to use them in a campaign. This description isn’t overly long and detailed, and provides plenty of room for the game master to adapt or change things as necessary for his game. If he wants to use the gods as is, there is enough information given to start using them as presented and fill in additional details as needed. The entries start with a picture of the god’s symbol, then a simple stat block consisting of Alignment, Priest Alignment, Domains, Symbol, Favored Weapon, Associated Animal, Associated Colors, Holy Days, and Sacrifice Forms. After this comes the god’s description, then a complete presentation of one or more typical places of worship, complete with maps and tables of information.
Temples & Shrines starts with a table listing all 34 gods, their title (Goddess of Law, God of Combat, etc.), Alignment, Domains, and Typical Worshipers. There is also a chart of map symbols, which include such things as altars, desks, crates, coffins, beds, statues, and so on. The list is fairly extensive, and the symbols are detailed, yet easy to read.
Each entry includes one or more structures used for the worship of the god. There are 5 categories of structures detailed in the book, although no god has all 5 detailed (most only have one). The 5 categories, from smallest to largest, are Shrines (little more than an altar and the room surrounding it), Chapels (small buildings with a clergyman of some sort in attendance), Temples (the most common sized building, with several priests and well established in the community), Churches (large buildings important to the faith, with many priests and multiple altars and halls), and Cathedrals (the center of a religions hierarchy, huge monuments and massive buildings, designed to impress all who see it). Overall, there are 6 Shrines, 16 Chapels, 9 Temples, 4 Churches, and 2 Cathedrals detailed.
After the description of the god being presented, the entry next describes the structure presented for that god, and the number of clergy present in it. For example, under the entry for the god Ankaris, we are presented with the Temple of Ankaris, described as follows: “This small temple is a single-story structure. It houses 3 priests (1 Clr8 and 2 Clr3-5) and 4 novices.” We are then given construction notes which detail the design of the structure, any unusual features, details on the walls, floors, and windows, and anything else that may be useful to know about the building. A small table is also present in each entry listing the various features ( for example: Roof), a description (16 ft. A-frame; 1 in. slate tile), DC (15), HRD (8), and HP (15). I found this table to be very useful, as any given feature that could be broken or affected in the course of a battle or entry/escape scenario is listed. After the construction notes, we are presented with any defensive spells that are present in the structure, and what rooms/areas they effect. If there is a difference in the spells between 3e and 3.5e, this is noted and replacement spells are given for both editions of the game. Then we are given a room-by-room breakdown of the structure, with a fairly detailed description of the contents, all keyed to the map. I did find the numbering system used to be slightly odd, as the maps are numbered with a two digit code and the corresponding entry with a three digit code (room 09 on the map corresponds to room 009 in the description, 10 and 010, and so on). A minor annoyance, but one that I found distracting and could not find any reason for it, as none of the buildings presented have rooms that number in the triple digits.
The highlight of the book is by far the maps. Built on a 5 ft. grid, the maps are finely detailed and very easy to read, scaled at ¼ inch square = 5 feet. Nicely shaded, and containing small, clear, and detailed features (doors, windows, beds, tools, altars, chairs, etc.), the maps are by far some of the most useful maps I have ever found in a d20 product. Walls of varying thickness actually have different thickness on the maps, roof tiles are finely drawn, different floor surfaces have different textures, different items of furniture are easy to tell apart, and so on. These maps easily highlight why I feel that as far as buildings are concerned, author and cartographer Brian Moseley is one of the best currently working in the RPG field.
After the maps, we are presented with one, if not more, inhabitants of the structure. Usually it is the head priest, although if others are detailed, they may be a second in command, an interesting underling, or a guard. All the detailed inhabitants are given full stat blocks and a short physical description with some easily identifiable character traits for ease of role-playing. Where differences occur between 3e and 3.5e, full stat blocks are given for both editions of the game. I found this to be a very helpful feature, as it makes the book just a tiny bit more user friendly to players of either edition. Not a necessary feature, but certainly one that I appreciate.
As far as the other artwork in the book, I found it to be serviceable, but not outstanding or memorable in any way. It is heavy on shading which makes for several very dark images. Some structures are given an illustration of the buildings exterior, which I would have very much like to have seen for each building. While the maps may be the focus of the book, exterior artwork would be very nice to have to get an even more detailed feeling of the temples or churches, and something to show to players when describing the building as they see it from the exterior.
I found Temples & Shrines to be a very useful book, and one that I would easily recommend to GMs who are looking for ways to flesh out their campaigns, or if they are in need of maps for religious structures. The various buildings have a wide variety of physical forms including huge cathedrals, large churches, small urban temples, forest shrines, waterside workshops, secret cellar temples, and a large sewer complexe, among many others. Many of the maps could easily be used for other buildings with a few simple changes. The NPCs presented have a wide variety of built in adventure seeds, and many of the buildings are ready to be used as a home base, infiltrated, or escaped from by players in a campaign. I do have to admit that a good portion of the book might be of limited or diminished use if you already have a detailed cosmology present in your game, as a large portion would not be applicable to you, although it is easy enough to substitute your own gods for the gods presented in the book. This potentially limiting factor, as well as the average artwork and a few design flaws, leaves me to rate this portion of the book at 3 stars. The maps and accompanying descriptions I easily rate 5 stars. Taken together, my final score is 4 out of 5 stars.