Mindshadows

JoeGKushner

Adventurer
Mindshadows branchs fantasy out of the Western Knight mode in a manner similar to Rokugan and Nyambe but doesn't spread it's wings far enough.

Broken into ten chapters, Mindshadows introduces Naranian by providing a map of the country, prestige classes, feats, skills, weapons, equipment and background on the setting. The first two chapters set the tone for the setting with the dwarves taking over the surface world but eventually being overthrown and a new ruler emerging. Ties to Freeport and the Serpent People who worship Yig are also scattered about here and there. Also nice are the little notes about Mindscapes, the Malhavok Product, that allow you to use it's variant psionic combat system.

In terms of history, the book insures that the reader knows that before all else, the serpent people were there, followed by the elves and eventually, other races. Unfortunately, they take a stance where the gnomes are descendants or an offshoot branch of the dwarves. If this setting was entirely self contained, it's be no problem but that indicates, at least to me, that gnomes all over hail from dwarf stock. Another potential problem is that the book uses a caste system. Not an issue for those wishing to play an entire game here as it will create tension and depending on the campaign, political turmoil, but for mixing outsiders and natives, perhaps more difficult than it needs to be.

On a positive side, there is a lot of diversity in the types of lands found on this island. On one hand, we have the Sudarsha, a region just coming out of chaos as the dwarves who ruled were beaten back and the lands have only recently been reunited under the hand of Vasudha. There there is the Spice Coast, a region where traders and remnents lurk about. There are some ties to Freeport thrown in here again as one land, Varupa, is ruled by the pirate Ammeth Baalrad. The problem with all of these places is in the details. No maps, no stat blocks, and just enough information that if you're really looking forward to customizing just about everything, then you'll love it.

The key to the book though, is that there is variety. Take for example the religion. There are three major factions, Matyanism, Pranaism and Sujahnism. This allows the GM and players to put a lot of interesting factions side by side and see how they run along. Even more impressive is the GM uses outside influences like traders from Freeport. Take Matyanism, the sate religion that involves worship of thousands of gods with sample gods provided and their opposites, the Asura (devils and demons) who are lesser aspects of Lord Night that aren't gods, but are often worshipped as such with blackguards and other followers of an evil bent.

Now for me, the key elements missing were everyday stuff. For example, we have information on timekeeping, weather, caste system, and even some day to day material, but what do these people eat? They keep cows as livestock, but it's against the law to kill one, so obviously, there is no beef. Do they use a lot of spices in their foods? What's the average weight and height? What variations in skin color can be found throughout the coast? Not a lot of answers there.

Still, the information on the Ashrams or fighting schools, helps kick up the cool factor. Like Martial Arts from other supplements where you gain a special ability for having certain prerequisites, the Ashrams here provide unique abilities to those pupils who meet the requirements. Even better is that several sample schools with their abilities have been provided as examples so GMs can use what's here or make up their own material.

Unlike many other setting books, the races don't come into place until latter in the book. Usually with setting books, you get the races, classes, feats and then the setting but I guess they were trying to set the stage. The good news is that there is a lot of variety and when full racial traits aren't needed, they aren't provided, saving space. Players can chose from the Amarati or Rainforest elves, atypical primitive breed, the Jendram (gnomes), Nivashan (Dwarves), Puskamu, ungle elves, also relatively primitive , Rangsten (halflings), and the Yuan-Ti.

Most of these races, like the dwarves, gnomes, and hafllings, are virtually identical to their PHB counterparts but have different cultures, outlooks, and favored classes. You know that when the halfling's favored class is the Monk, that it's a seriously different creature.

In terms of classes and prestige classes, the book goes over the role the standard PHB classes and those from the Psionic's book (psion and psychic warrior), play in the setting. Not only that, but the core prestige classes and classes from other Green Ronin products, like the Assassin, Holy Warrior and Noble, are discussed as well with the appropriate notes.

The real meat of the section is on the new prestige classes. Many of these have some psionic elements about them. This includes power points and either discovering new powers or going up in manifester level. These range from the master of the psionic blade, the jatyash, to the masters of the Juggernauts, huge machines used on the battlefield. Of course no fantasy India would be complete without it's own snake cult assassin and the Serpentine Assassin fills that role in nicely. The PrCs help round out the section and provide the GM a good groundwork and a further look at how the setting is different than others. Many of these roles have similar ones in other products but the psion base give these a different feel like the beast master or wizard killer.

To round out the classes, skills and feats are usually used and this is no different. Skills tend to focus around the Juggernaut with Craft and Pilot skills, but also notes on poison and crafting antidotes. The feats are the real meat of these section with some flash in the form of Cut Arrows, allowing you to knock arrows from the sky either unarmed or armed, as well as Acrobatic Attack, where you jump and tumble by a foe even as you attack. The Juggernaut has a few feats here too like Juggernaut Dodge and Juggernaut Operation, but the bulk of the section is in it's psionic material. These range from draining power points via Psychic Leech, to learning to use your Touch Attacks to their maximum with Improved Touch attack.

Another weak section is the equipment. While there is a listing of new weapons, what about standard PHB weapons? Are they the same price? Rare? Never found? What about armor? It's mentioned that armor is used in the setting (despite the feel of many of the PrCs and feats), but which types and are there any modifications in price and availability? Still, if you're looking for weapons with an Indian feel, like the Bagh Nakh or Tiger's Claws, or the Katar, which I always thought was similar to the Punching Dagger in the PHB, then this is definitely the place to look.

The most important and innovative section here, to me, is that on Juggernauts. These machines are in essence, mecha. Their base specifications are similar to what you'd see for creatures of different sizes. For example, Grapple Bonus, Space/Reach, Speed, and Strength Bonuses, but their Hardness and Hit Points, vary. The former on the material it's made of, the latter, the size of the Juggernaut. It's a nice little self contained system and shows that there are different ways of handling things like Mecha in d20 even though it all boils down to a big machine taking damage for you even as it makes you stronger.

The last chapter, Adventures in Naranjan, is also a little weak as it gives some generalities. How about some sample material? How about some crossovers with Freeport? Instead we get some adventure seeds and some general ideas on how to use the differences here either to showcase them to parties playing foreigners or to those who originated from the setting.

The prestige classes, feats and juggernauts make the book worthwhile for me. The lack of city maps, actual Adventures, detailed NPCs and other everyday details, lower the settings value as a setting. Overall, I enjoyed the book and the setting and will be exporting some of the material to my own campaign and perhaps using the Yuan-Ti, some actual adventuring in the land. Compared to Testament and Skull & Bones, other Mythic Vistas, it feels too small. Sure, there is material in the Monsters of the Mind, and with that, it's about the size of Skull & Bones but not everyone wants to buy two books. Some are saying that it's apples to oranges as the other two Mythic Vistas books as they are semi-historical. How about Rokugan and Nyambe? Both hardcovers with full color (one all the way through and the other the first chapter). And with Nyambe, that was a gamble as it doesn't have the following that Rokugan, the past editions, card game or support of Wizards of the Coast via Oriental Adventures.

If you want a fully fleshed out setting and don't want to work a lot, then Mindshadows might require too much customizing but if your lust for strange vistas hasn't been satisfied then Mindshadows is for you.
 

log in or register to remove this ad

On the distant island-continent of Naranjan, brave adventurers study the psychic arts under powerful gurus, battle treacherous yuan-ti in the depths of ancient dwarven ruins, and evade elven cannibal tribes in the tropical jungle. Third in the Mythic Vistas series from Green Ronin, Mindshadows blends the rich legends of Southeast Asia with furious martial arts action inspired by the Psionics Handbook. Mindshadows features:

The history of Naranjan, from the Mythic Age to the present day.
13 prestige classes, including the guru and serpentine assassin.
A setting map and gazetteer.
Over 30 feats, including psionic feats like Warrior’s Trance and Weapon Bond.
Advice on running Mindshadows campaigns.
Full details on the races and cultures of Naranjan, including castes, religions, and more.
The truth about serpent people and yuan-ti revealed!
New equipment, including weapons, armor, and the dreaded juggernauts.
Conversion notes for using the Mindscapes system, written by Bruce Cordell himself.
Full compatibility with Green Ronin’s Freeport, Master Class, and Races of Renown lines, and the companion volume to Mindshadows, Monsters of the Mind.
The first true psionic setting for the d20 System, Mindshadows can be dropped easily into any existing campaign. From the decadent city-states of the Spice Coast, to the treacherous capital of the Sudarshan Empire, adventure awaits-for those brave enough to traverse this exotic land.
 

This book does have a great "feel" to it but it also has a bunch of editing mistakes in the Prestige Class section.

The Akarupe gets Improved Unarmed Strike as a bonus feat at 1st level, which would be nice if that feat was not also a required feat to take the PrC in the first place.

The psionic PrCs do a great job in explaining why some get +1 manifester level and others just get powers, but the Beastmaster is listed in it's chart as having both, +1 manifester level under Special and then powers discovered.

The Jatyash's powers discovered says they choose from the Psychic Warrior's list, but then has a list of powers they can choose from at the end of the PrC.

And the Upeshpa Adept apparently looses a 3rd level power going from 9th to 10th level.

There is also some contradiction between the crunchy and the fluffy parts. The info on the Twin Kingdoms of the Rangtsen Halflings says outsiders are not welcome and ussually branded on their forehead and Geased to never return and the Rangtsen Halfling entry says that they do not study psionics. Then we have the Vendhar Adept PrC, developed from the halfling monks study of psionics and is occationally taught to outsiders.

The only other problem with this book is its timing. With the Expanded Psionic Handbook coming out in a couple months one can't help but wonder how much of this would need to be re-written to use the XPH. Just from the bits & pieces I know about the XPH, a couple of the feats will be rendered useless and several of the PrCs will have to have their requirements redone and one PrC may be rendered completely useless.
 

I was really looking forward to Mindshadows. It wasn’t so much the promise of a psionics heavy campaign world that had whet my appetite but the flavour seeping through the crunch of the bestiary Monsters of the Mind.

Monsters of the Mind managed to do that "similar but spookily slightly different" and get it right, Mindshadows manages only "similar but slightly different". It’s a good book. Don’t get me wrong. It’s just not Testament good.

There’s an Eastern flavour to Mindshadows, not the Far East but the Near East. If your historical geographical references are a bit shaky: I’m talking about India and the subcontinent. We have ourselves a trade in silks and spices, cults, mind mysticism (psionics), palaces with golden domes, three headed gods, assassins and fighting schools. The Caste System alone has an atmosphere that’s strongly reminiscent of the old Indian feudal system. The Brahmins hold the highest station, next highest are the warrior caste, the Ksatriya, then the merchant caste, Vaisyas, and lowest in the caste system are the Sudras. The Untouchables are outside the system, below it, these people take lives – human or animal. So hunters and fishermen as well as street cleaners are Untouchable.

I find the subcontinent theme appealing. I’m not sure I’d have added magical mech suits to it; as the Juggernauts of Naranjan are. After reading through Mindshadows a couple of times I’ve adjusted to their presence. I think the Juggernauts might well be the most appealing aspect of the campaign setting to many players.

There’s a rule of thumb quotes by quite a few gamers in my neck of the woods which states that you can tell quite a lot about an RPG if it begins by giving you character generation mechanics (ala D&D) or begins with setting and flavour (ala World of Darkness). Mindshadows begins with the world details and gets into the mechanics. Of the two strategies, I much prefer this approach. I want to know what sort of character I should be thinking about and creating before I know how to do it. But I’m a fusspot. Mindshadows dives headlong into Naranjan’s interesting history. At least it would be interesting history if it were not for a case of too much too soon. For the same reasons why I like to know about the campaign environment before I see character creation rules, I like to know about the campaign environment before I read about its past. Defining the present by detailing the events of the past always seems to be something that gamers publishing their home grown adventures and world setting on the Internet seem to do. I just can’t shake the feeling that I’m reading a shiny, polished and professional take... of someone’s homebrew Mindshadows campaign. That’s not quite what I want.

I suppose you could summarise the Mindshadows campaign setting by explaining how the dwarves swept forth from their underground empire and established themselves as the rulers of the surface world. Some woman goes and "discovers" psionics and it catches on. Empires crumble and decay and pocket kingdoms replace them. Nothing much changes. In fact, part of the over all feel to Mindshadows is that their island world hasn’t changed very much at all and it seems unlikely it ever will.

Mindshadows uses the standard d20 player character races. The exceptions are half-orcs, which aren’t native to the island, and the yuan-ti which seem as if they could and should be a PC race but which the book doesn’t offer that sort of support for. One of the winning moves for Mindshadows in my view is the very much Naranjan flavour each race has. The elves are wild and primal, the dwarves regal, gnomes favour the fighter class and halflings favour monk!

The core classes are present in Naranjan too, some more so than others. Barbarians are rare but the class mix, as you might expect, is jazzed up with the addition of the Psion and Psychic Warrior. You’ll need the The Psionics Handbook for those two. New prestige classes include the akarupe, beastmaster, guru, jatyash, juggernaut pilot, karajee master, serpentine assassin, snake cultist, Sumalin adept Sunniraj adept, Upeshpa adept, Vendhar adept and wizard killer. Despite that long list of prestige classes I really don’t see Mindshadows as being prestige class heavy.

Those "adept" prestige classes come from the various sects that play an important part in Mindshadows. Naranjan is an island where the power of the mind is plainly evident. It is no surprise that in addition to religious cults there are schools of mediation and training. These sects aren’t always psionic in focus either; Naranjan martial arts have their own place in society.

It is a little frustrating. I can’t find anything I really don’t like in Mindshadows. I can find lots of pieces that I really do like; the attempt to do something different, the emphasis on psionics, the twist on the d20 races, the yaun-ti threat from the wild forests, the martial arts and the usual Green Ronin shine. But... it doesn’t quite come together. In this occasion the over all effect seems to be less than the sum of the individual parts. It’s a good book; the frustration comes from the feeling that it should be a great book. Mindshadows might appeal most to gamers used to playing in high fantasy and heroic environments but who are looking for a gentle step towards something different.

* This Mindshadows review was first posted at GameWyrd.
 

This thread over at the Green Ronin Forums talks about the PrCs noted by Dard Psion...

http://www.greenronin.com/phpBB2/viewtopic.php?t=5430

Some errata should be posted soon. :)

--sam
 

I know what you mean... It seems like there is something missing, and I can't quite put my finger on it.

Hmmmm... still... I really like this setting. Weird... isn't it. ;)
 

Mindshadows

Mindshadows is a setting book in Green Ronin's Mythic Vistas series of books. The setting details a land heavily inspired by the history, culture, and myth of ancient India, and also emphasizing the role of psionic powers. The book is written by Kevin Brennan and James Malizewski.

A First Look

Mindshadows is a 128 page perfect bound softcover book priced at $22.95.

The cover of the book is a beautiful full color painting (by WotC alumni artist Todd Lockwood) of a swarthy skinned woman wielding a sword in front of a ornately decorated wall depicting a many-armed female figure similar to those in Hindu mythology.

The interior art is black-and-white, illustrated by Colin Adams, Dennis Detwiller, Julian Allen, Kevin Crossley, Torn "Macbin" Atkinson, Drew Baker, Kent Burles, and James Smith, and cartography by Kevin Brennan, James Malizewski, and Hal Mangold. This is a larger stable of artists than Green Ronin usually employs, and this gives the book a bit less consistent feel than some other books. That said, it was nice to see more work by the stylish work of Kent Burles again, and I think that the pieces by Atkinson are some of his best outside of Armies of the Abyss.

A Deeper Look
(Spoiler warning: this section contains references to some setting secrets.)

Ever since I read the Psionics Handbook for D&D 3e, it has reminded me a bit of some sorts of eastern mysticism. Obviously, I was not the only one to see this resemblance. Mindshadows plays up this resemblance and places it as a culturally and historically important element on the equatorial island of Naranjan.

Unlike previous mythic vistas book, Mindshadows does not attempt such a drastic alteration of the system and classes in order to build its vision. Rather, it is a place that you can comfortably visit with your normal D&D characters without much "tweaking" needed. Indeed, the book describes Naranjan with respect to Green Ronin's Freeport setting and also describes several other potential link-ins with other Green Ronin d20 fantasy products.

A bit like Nyambe, the races are given their own cultural roles in the setting, in the process redefining them a bit for the purposes of the setting. Dwarves are the most important race other than humans for the setting historically.

As described in the book, humans once lived in primitive tribes until Dwarves, with steamtech-style Juggernauts emerged and established order, and forged them into a vassal empire rules by a viceroy, complete with a caste system that strongly resembles that which sprung up on the Indian subcontinent. This social structure saw the brahmins (the priest caste, but also includes under the D&D class structure, arcane spellcasters) at top, followed ksatriyas (warrior caste), vaisyas (merchant caste), sudras (laborer caste), and untouchables.

By way of major events, corruption among the human vassal empire formed the seeds of destruction of this empire and casting off dwarven rulership. This rebellion was, in part, fueled by the discovery of psionics as a viable art, which not only put some tools in the hands of the lower castes but started a few social movements and created some power blocs that rose up against the dwarves.

Though the rule of the dwarves was thrown of, this only invited chaos and weakness that was preyed on by yuan-ti and cannibal elves. Eventually, a man by the name of Vasuda arose, and re-organized the human empire of Sudarsha. He reestablished the caste system, though initially it was somewhat more flexible than it was under the rule of the dwarves. Eventually, Vasudha became more despotic, and the people's newfound social mobility became more limited. Why this formerly even handed leader became despotic is something of a mystery, unveiled only for the GM...

Those this empire, named Sudarsha, is the largest human empire in Naranjan; the book provides brief details on each of several major provinces of this empire. In addition to Sudarsha and the various non-human kindgoms, there are several city states along the spice coast that have evaded Vasuda's rule, each briefly described with its own character and potential conflicts.

Religion in Naranjan goes a little beyond what is the norm for d20 fantasy campaigns, most of which almost treat individual deities in a pantheon like miniature monotheistic religions. In Naranjan there are individual deities, but there are also some overriding religious philosophies. These are Matayanism, Pranaism, and Sujahnism. All of these are ultimately based on the same basic principles, but differ in certain ways. Matayanism teaches that the caste is an important part of the cycle of life and death, and each incarnation can approach closer to achieving transcendence. Pranaism is similar except on how divine figures are viewed. While Matayanism reveres a number of deities and tends to treat three deities involved in the creation as dispassionate and not caring for worship, the Pranaists view these figures as important; most Pranaists are Brahmin arcane spellcasters. Sujahnism is the revolutionary belief that spread with psionics. Sujahnists view the gods as beings to be emulated and not worshiped, and believe that transcendence can be had in one's lifetime, and thus disdains the caste system.

Both the religion and social structure of Naranjan are cleverly written to accommodate the D&D classes and interpret their roles. Brahmin are composed of both arcane and divine spellcasters, though the Pranaist offshoot explain the difference between them. Sujahnism explains the role of psionics. Within the pantheon, there are different sorts of deities; those considered to be "weapons of the gods" are followed by the warrior caste, and provide spell power for paladins and blackguards. Overall, this gives the setting a great consistency with the system without being too familiar.

The book provides details of the people, culture, and other details of Naranjan, including such things as the calander, crime, city life, and so forth. The first hint of mechanical add-ons show up in the presentation of ashrams, or fighting schools. Ashrams have organizations and philosophies surrounding them, but each of these translates into a "style mastery" much like those that appeared in 3e Oriental Adventures: if you meet a number of prerequisites, you receive a mechanical bonus. The ones here are all related to psionics, in keeping with their background in the setting.

As you recall, I was not too fond of the style masteries as they appeared in Oriental Adventures. However, Mindshadows has one major (but simple) innovation that makes it better than the OA version: all of these have membership or course of study at the school as a prerequisite. This minimizes the possible "overlapping styles" exploit that had a potential to exist under the OA version.

The standard d20 fantasy races are slotted in as other cultures on Naranjan, in a manner not too dissimilar from Nyambe. As already mentioned, dwarves were the former rulers of the main human empire and established the existing social order, and still wield complex mechanisms called Juggernauts (essentially magical mechas.)

Other races see more drastic alternations. The only race of elves are primitive and savage. Halflings live monastic lives and have monk as a favored class. Gnomes are a rebellious offshoot of the dwarves. Yuan-ti fill a more classical role as a degenerate race that is still a threat to humankind.

As mentioned above, many existing core, psionic, and Green Ronin published classes are neatly addressed by the book. To supplement and extend these roles, a number of prestige classes are provided. Most are psionic specialties, save three that are also directly related to setting details: The juggernaut pilot's role is self explanatory. The snake cultist and serpentine assassin are vassals of the Yuan-ti.

The various psionic prestige classes are devoted to special proficiency with psionics (such as the guru), secial applications of psionic powers (such as the wizard killer or the beastmaster), or a practitioner of a specific style.

Most of the psionic prestige classes are designed similarly to the ones in the original 3e Psionics Handbook in that they start a new psionic progression instead of continuing their existing progression. Unless psionics is not a primary focus of the class, this makes them very unappealing compared to staying in the psionic core class. Even Psionics Handbook author Bruce Cordell realized this and released updated continued-progression style versions of the PsiHB PrCs through Malhavoc Press, and the Minds Eye feature on the WotC website also typically uses a continued progression approach.

Co-author James Malizewski responded to concerns about this design decision by providing alternates on the Green Ronin forums, but we will probably have to wait until the release of the Expanded Psionics Handbook for a formal revision on the Green Ronin website.

One beneficial feature of the book's psionic classes: they include conversions for Malhavoc's excellent Mindscapes expansion, making integrating Mindshadows classes with those rules a breeze.

The skills and feats section only has brief coverage of new skills and skill uses, all tightly integrated with setting features. Craft (poisonmaking) provides more general details for creating poisons and antidotes than other versions of the same feat, but they fail to take into account the damage dice caused by the poison. Craft (juggernaut) and Pilot Juggernaut are required for the creation and control of the machinces.

Many of the feats are psionic in nature. Owing to the emphasis that the setting puts on psionic combat, many of the feats are related to using psionics in physical combat (such as attune item, which is a specialized item creation feat that lets you charge items with psionic power.) Various feats are also related to other setting elements like juggernaut use, and the dwarven bloodgift feats from Hammer & Helm make a new appearance here.

Of new magic items, the most significant are the Juggernauts. The construction cost calculation is simple, and you can make juggernauts in a variety of sizes and compositions. Advanced juggernauts are built by incorporating magic items in their design.

Conclusions

If you are interested in a setting based on India, focussing on psionics, or just a single volume setting with some unusual takes on typical D&D material, you should give Mindshadows a look. It cleverly integrates fairly standard D&D mechanical elements into a setting that is decidedly different from the bog standard psuedo-medieval setting.

Being that the setting uses essentially the same classes as core D&D/d20 fantasy and the setting is limited in size, it has great potential use as a secondary setting or "exotic distant land" for characters in a more mundane campaign to visit.

It seems like the setting could easily afford much more depth and development to make some of its adventure possibilities flourish. If you are a creative GM, this book may just whet your appetite.

As mentioned, I did not agree with the design approach of the psionic prestige classes. Normally this is a pretty minor flaw, but considering that this is a book that will specifically attract psionics afficionados, many purchasers are likely to find this approach unsatisfactory.

Overall grade: B+

-Alan D. Kohler
 

Nice review...

I have to admit that I was a bit disappointed with the Juggernaut concept at first... but it has definitely grown on me over the last few months. I now think it's an important addition.

By the way... what did you think of the new equipment? I would have liked to see a bit more detail on typical armor.
 

Fair cop. I could see several ways that they could have detailed the setting more. (Hmmm... did Stone to Steel have a section on India?)

As for Juggernauts, I am cool with them. They are made using the magic item system, so at least it's not a whole new system. They are a nice set peice, and most probably will be something that will only show up if you venture into dwarf lands. Just another unusual feature to tantalize your players with if you use the book in "exotic distant land" mode.
 

I don't have Stone to Steel... so I can't comment on that... however, I agree there are several ways they could have detailed the setting more.

That said, it's a testament to the setting that upon reading it... people are looking for more (in a good way). There's enough there to get your mind going. I really hope that with the release of the new PsiHB they will have a go at releasing a bit more than just errata for the setting.

Monsters of the Mind, by the way, is excellent... as I'm sure you already know. I wouldn't mind seeing an adventure with some of those creatures and perhaps a bit more detail on one of the Sudarshan provinces.
 

Remove ads

Top