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Mithril: City of the Golem

KDLadage

Explorer
updated on 22-NOV-02

Before I begin. let me say that I have been, since the first releases of Sword and Sorcery, a fan of this little publishing outfit. In fact, if I could work for any d20 publisher -- this would have been the one for a long, long time. So it should come as no surprise that I liked what I got in MITHRIL.

In the Creature Collection, there is a creature listed called the MITHRIL GOLEM -- a large and fearsome construct that hovers over the city of Mithril like a giant hen guarding her chicks. This was one of my favorite creatures in that volume -- not because it was something I thought I could throw at my players, but because of the back story that went with it. Lets fact it, anything that attempts to take down this damn thing will more than likely meet their maker rather quickly. It would take a whole army. And that, my friends is the point.

Mithril is a good look at one of the more interesting cities in the Scarred Lands setting. The book opens with a rather nice preface that sums up the idea of the city -- it is a place that can host an adventure, can be the launching point of a campaign, could in fact be the campaign or anything else. It is a really flexible plot element that can serve as anything from primary to mcguffin.

Next we come to the book's introduction -- a two page overview that reads well and serves as a good acclimation to the setting. My only complaint here is the dark-gray background graphic (a portion of the scarred lands map that includes the city) that is used on the first page here (and for all subsequent chapters). This graphic is detracting and way too busy to be used as an effective watermark. Otherwise, the book is actually quite attractive throughout. The artwork, although simple, is very complementary to the text and serves its purpose well.

Chapter I is called "The Divided City" and runs for 8 pages. It is a rather interesting read that explains that, thanks to the location of the city, it is really two cities that coexist -- one sprawling white beacon of purity, the other a port and harbor tainted by the blood of the fallen from the Titan war. Well written and interesting.

Chapter II covers the history of the city in five pages. This is written in a conversational style that is easy to follow and apt to answer most questions, without painting a DM into a corner. On page 15 of the book (the second page of this chapter) is perhaps my favorite piece of art in the book -- a look at the golem before the war...

Chapter III begins the meat of the book -- simply titled "The City" and running for 26 pages, this covers a good look at nearly every major area of the city and includes a very nice map -- easy to read and clear, but not in the most obvious of places -- it is buried about half way into the chapter on page 34. In fact, without flipping around, there is no way to know that the city map is there -- it is not included in the table of contents or anything. Still, chapter 3 is a good read and a wonderful look at a very cool place in a great campaign.

No city exists in a vacuum -- and Mithril is no exception. Chapter IV is a loot at the areas around Mithril, and some of the more interesting spots that are of some importance to the city. The maps included here are a bit more logically placed and are just as clear and easy to read. Very well done. My personal favorite would be the map of the Plains of Lede and the associated write-up.

Chapter V is a look at the adventuring possibilities of the areas of Mithril and the surrounding countryside. There are several fleshed out mini-adventures included, but hundreds of adventure seeds that could bear a lot of campaign fruit. This is one of the better chapters written in any d20 source book.

Chapter VI is the obligatory characters chapter that covers some prestige classes, special traits of Mithril clergy and so forth. Some of the Prestige classes seem, well, not quite balanced by the standards of d20/D&D -- but not excessively so. The sections on Paladin starting packages is good, the Mithril Knights are cool -- but perhaps a bit over powered -- and the swords that they make from the metal of the golem are simply too cool for words. Great idea well done.

Chapter VII is a listing of some of the more interesting personalities within the setting's area. These are fully fleshed out characters, most of which use at least an element or two of the characters chapter -- so they also serve as soon good examples of the rules in place. The best character listed here in my opinion would be Barconius, the leader of the Order of Mithril, a Paladin order in the city. He is a 19th level character (9 levels of Paladin and 10 levels of Mithril Knight) and is a great example of how the Mithril Knight is supposed to work.

Open game content is set off in boxes throughout the book. Most of these are simple character stat-blocks of people that are discussed in that area of the book. One of the more interesting non-character elements would be the enchanted Ballista Bolts (page 21).

Overall, this is a fine book. With a couple of minor notes listed above, this is a near perfect volume. The small details, however, that I have pointed out will keep it from getting a perfect score. Still, a very good book and one that I am proud to have as a part of my collection.

And there are more volumes coming -- so with one of the city books, and perhaps the Gelspad Gaz, you can run any sort of campaign you want in the Scarred Lands... I am so looking forward to these.
 

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Before I begin, I'd like to address some people here that question my objectivity in regards to my favorite setting, the Scarred Lands. While it may seem I countance no wrong with SL or the Sword and Sorcery Studios team, this is far from the truth. For example, I'm like a lot people that wanted to have the Penumbral lord's spell list be +1 per level instead of a separate listing. Another thing, is yes, like many of you, I was dissappointed with the quality of work on the first product by them. BUT my initial and continued enthusiam remains for two reasons. One, if a product must get better, it has to have support of those that want it. Otherwise it just falls on it's face and no one cares. Secondly, to have a hope for change means speaking out. Thus with that out of the way, I'm ready to make my review of Mithril.

Mirthil is a sourcebook detailing one of the best remaining strongholds of good in the Scarred Lands. It's history revolves around that of it's patron's creation, the Mithril Golem. A source of reverance and awe, this wondrous piece of machinary and magic has become a symbol for Mithril for all times.



The book has seven chapters, each detailing the various nuanaces of the city in some fashion. The introduction speaks of the Golem as it's role as protector is what keeps the majority of the titanspawn away.

Chapter one discusses the law enforcement issues, the weather effects and some of the enviroment, especially that of the Blood Sea. This chapter I felt was pretty good precusor to what is to come, but what helped it even more was the entry on the gods. Since this is the home to one of Corean's creations, (Corean the LG god of Paladins, chivilery and crafting), Corean is venerated above others, even though the schism between the Cult of the Golem and Corean's faithful grows. But what attracted me is that of the Dark Gods. They are venerated but not overtly worshipped. To the everyday Mithrilian, only two gods matter, that of Corean and his Mother, Denev, since her representitives have helped to save the city much of the time. Though the other gods of good are more than welcomed, the one that bring trouble like Enkili and especially the Tolerated (as the Dark Gods are called) are only barely welcomed at times.

Chapter 2 deals with the history of both the Blood Sea and the surrounding areas of Mithril. Much of this was good and gave some idea of a history of the city. Overall, it was more facsinating to read about the Beacon towers and of course the history of Hornsaw's hags.

Chapter 3 deals with the city itself, and divides itself between the wallless and occasionally lawless docks along the Blood Sea, called Harbor Town and the wall might of the Temple City, where the Golem dwells. While there's a lot to get into, I think I'll just highlight my favorites. Mirt Thassel, the de-facto leader of the Cult of the Golem, his home and self are readily detailed here. The Champion's Playhouse, where the newly performing troupe is usually in debt, The Guild of Shadows, the place were all arcane users (sorcerers and wizards) are registered and trained to help with Mithril defense. The West Gate, where a paladin sorceress of the Mithril Knights guards against all incursions. The Museum of the Blood Sea, where they keep a monstrous blood sea whale called the Demon Whale over head. And finally the Penumbral Pentagonal Ruins, where Dar'Tan and his cronies used to hang out. The Temple city has more...but really on the shrines to the Dark Gods and homes of might heroes like Barconius and the leader of the city, Emili Derigesh lives and works.

Chapter 4 deals with the world outside of Mithril and this is where the book shines as it goes into some good detial about places like the former home of Gest Ganet, plus the rumored place of the new Penumbral Pentagon. That plus details on the local island chain as well as details about the various titanspawn that permate the plains of Lede as well the Keldar Mountains and the Hornsaw Forest, make this a very satisfying addition.

Chapter 5 details possible scenarios/adventures for the party to have in and around Mithril. My two favorites had to deal with Dar'Tan and Gest Ganest's help in finding a lost civilization. Regardless of that, these adventures are fine way of giving the players perspectives on the various levels in and around Mithril.

Chapter 6 has some ideas about the various character classes, at least for clerics and Paladins. The newest thing they have is the Mithril Knight. It's a little overpowered but since this is a city where a God made his mark, it's a little understandable but not entirely excuseable.

Chapter 7 has more details about the famous personages like Barcionius, his allies like the senior adjunct of the Veshian Vigils, and also info on one of the more prestigious/ruthless trading families, the Asuras. But for me, it was real treat to read over about Dar'Tan and his plans, plus some of his operatives like the now disguised Shan Tioz, who is working as one of the theives in the city. Dar'Tan though is probably my favorite villian since he strikes without warning but never without due caution or planning.

So overall this a good book. There were some minor glitches, like in the personages section, parts of it were misplaces or misused. Another thing was layout itself, which I felt could have benefited from a pull out map or two. In any case, the maps for Mithril and the surrounding areas weren't too shabby but I have seen better. Even so, what sold me on this book wasn't the errors, but the depth and realism in the city, especially dealing with the gods, the adventures offered, and the characters themselves. I hope that I can see an improvement for maps when they do more city work, but until then I guess it will have to be black and white. I do recommend this book for those SL fans out there BUT also for those looking for a city with some good characteristics in it. Mithril is definately a place to have some adventures, especially many times over.
 

The City of Mithril is a pocket of civilization between the Blood Sea and the perilous Kelder Mountains. Following the actual footprints of their god, the priests and paladins of Corean built a city around the colossal Mithril Golem, which the devout claim helped defeat the titan Kadum. Now the city serves as a bastion against the titan races that would retake their ancestral lands, and as a vanguard against the unholy Shadow Fortress of DarTan. But even if the city can survive the threats at its walls, can it withstand the corruption within?
 

About six months ago I picked up Hollowfaust on a whim; after that my interest in the Scarred Lands has grown steadily. So why am I writing about Mithril? Because, among all the Scarred Lands products that have come out Mithril is a pretty major disappointment. Which is a shame, when the original books about the Scarred Lands started to come out (especially Relics and Rituals and their treatment of Paladins through different spells and images) the city had a great premise. Unfortunately the book is uninspired (especially compaired to the other two city books).

If you like the Scarred Lands the product is around a 2. Its basically useless but there are a few bits that may be useful to you. If you love the Scarred Lands, and really really want to run a canon (whatever that means) game in Mithril then its probably a 3. The book fufills its basic mission: it tells you about Mithril. If you are just looking for ideas or are looking for a city to drop into your own world its probably a 1, there are a few ideas but they are presented poorly, are often derivative (have been done elsewhere better), and will have to be completely fleshed out by the DM. Choices for what to stat and what not to stat were a bit unfortunate (more below). Though I don't find it to be a fatal flaw there also a lack of what people have taken to calling "crunchy" bits. I don't need more feats, classes or magic objects but if you are looking for things of this sort you'd best go elsewhere.

It's 90 some odd pages repeating a few simple themes. The writers have made an effort to have just about every location or NPC involve something like a plot hook. So Azatan, a rare book seller, has recently been approached by a mysterious, threatening figure trying to obtain an indecipherable book in his possession. These hooks save the book from being a 1. They would be more useful if more was written about the hook (a suggestion or two for a direction it could go in) or if the hooks were more interesting.

In general I expect two things from a city/location based sourcebook: interesting ideas and situtations (adventure hooks, evocative descriptions, novel quirks about the city) which hang together with a common theme and also stats for things I'd rather not create. Preferably this is all organized in an easily acessable way. While taste is certainly a factor Mithril short these fronts. Despite an inspired premise the book doesn't advance the ideas presented in the Gazetteer, R&R or tD&tD.

The book manages to provide information without really reducting the DM's workload. For example: the city has different sectors, which are policed by different groups. Exactly what groups police the lower vaguely outlined, later on there are few groups provided from which the DM can select to use to actually police the area. This is unfortunate. When buying a book (ideally) it actually tells you who is where and doing what. A DM can change it if he or she likes but if they don't want to waste their time creating these things then its in the book. Unfortunately Mithril does no such thing. Basically the books explaination is that "The poor areas are patrolled by somebody who is payed by somebody else who eventually is somewhat connected to the paladins in their temple city". The DM has to make up who all these people are (either ahead of time or on the spot), with the help of a few vague paragraphs and names. Unlike the later city books there are no stats for sterotypical guards, the average watchman, etc. (though if the PCs choose to attack the Paladin in charge of the beacon towers she has 90 hit points and is armed with a +5 cleaving longsword -- good to know, that).

The "Anceints" are worthly of their own little mini-rant. SL is chock full of lots ancient civilizations. Lost civilizations of great power which were laid low by their own hubris, dark forces or both are a D&D staple near and dear to my heart. Having said that Mithril does a particularly terrible job of it. There are already numerious lost civilizations in the SL, Mithril introduces another one. Its called the Ancients (very creative). They had some kind of neato magic, it may have been runic. They were destroyed suddenly by a "dark power". There isn't anything remotely resembling something interesting about them; its just like every other setting with ancient ruins, removes all the interesting details and then sticks it in the setting. Since they leave their ruins everywhere and are offered up as the lame genisis of a number of the adventures the PCs will probably want to investigate them. If the PCs choose to investigate them the DM has to make up everything by his/her self.
[Not to keep going on about Hollowfaust in the review of Mithril but at least when Hollowfaust did it they created an actual civilization, Sumara, and spent a page or two detailing what the place had been like.]

The Adventure chapter is the weakest section of a weak book. There are a variety of different types of adventures outlined. A poor attempt at a mystery, what seems to be a rip-off of the orcs from Warcraft (appearance of a Shaman with message of peace), etc. The final eco-adventure was an interesting change, though it kind of fails the logic test.... If the whole region's magical ecology is being destablized by the Wind Spires why has it suddenly (after a century) started to cause ruinious fires?

The only real stats to speak of appear in the form of NPCs some of whom are scattered throughout the book and the rest of whom presided in the the NPCs chapter (which runs about 18 pages). I subscribe to the idea that good characters don't need to be borning (and paladin's are one of my favorite classes) but after encountering the character sheet of sixth devoted paladin of Corian with nothing of any interest it gets a bit much. I figure 5-10 pages could have been saved by creating one "loyal servant of Corian" sheet and just noting any special traits elsewhere. It was impressive the number of different ways the authors managed to write about their "total devotion to their god" and the different ways that they express this devotion (usually by skipping meals and having no social lives). I should point out that I don't see anything wrong with a city of paladins being run by devoted paladins. There were other things (like town guards, or things in the adventure section) whose stats should have appeared first, however. Furthermore the writers might even have tried to flesh these characters out a bit. Its not really enough spend a paragraph (the only paragraph about the character) telling me that the 19th level paladin is really devoted to his god. This isn't news.

Mullis town. There is a whole segment on Mullis town (which sounded like a fairly neat place when presented in the Gazetteer). Unfortunately its basically a stock cut out of any old town. It has some details presented but a DM would have to do a lot of work to breath life into the place and the attached adventure hooks are sterotypical.

This is fairly minor but its a pet peeve: Especially since the Divine and Defeated S&S has done a good job of keeping supplements from being too contradictory. Mithril is an unfortunate exception. The ultimate adventure (its more like a rough schetch of what could be a sterotypical adventure) involves a final confrontation with a mighty titan spawn created in the final period of the titans war. To further enhance the creatures prestige the description states that the creator was fashioned by Mesos himself (though compairing the titans power levels is kind of ridicious Mesos was probably one of the most effective and dangerious of the titans). There's just one sticky little problem, Mesos' destruction by the gods was the first act of open hositility. It really doesn't affect the adventure seriously but if I'm paying for an SL product I'd like it to adhere generally to the published history. A DM who runs the game as is (ok its not runnable as is but if you go through and do everything which would be required to make the adventure into somethign you could actually play) will probably be embarised by his/her players or else will have to do some pretty quick thinking.
 

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