Player's Guide to Clerics and Druids

The Pious & the Primal
Devotion to a higher power; Whether to a deity on high or to nature itself, it is a powerful part of any fantasy campaign setting. The powers that may be channeled by those who dedicate themselves to such ideals are immense, whether expressed in healing the righteous and smiting the wicked, or in shapeshifting
and commanding the very elements! Unlock the Power of Faith This is the third sourcebook in the essential Player's Guide Series from Sword & Sorcery Studios, detailing the amazing gifts granted to clerics and druids. This Player's Guide is published under the Open Game License and is 100% compatible with revised 3rd Edition rules and the d20 System.
 

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The Scarred Lands Guide to Clerics and Druids is a 140 page sourcebook. Unlike other products in the line I've been unable to identify the characters on the cover, the female appears to be a Cleric of Madriel and the Druid has the look of an Incarnate.

Introduction: Same fare as the rest of this series of books, see my other reviews of this series for more info on my opinion of these sections.

Book I: Clerics

Chapter 1: This chapter deals with the history of Clerics in the Scarred Lands... of course they tell that history from the prespective of the only ones to write it down, druids. This chapter shows how divine worship truly differed from Titan Worship (a term I'll rip apart later). Divine Worshippers feel a deep connection to the gods, the gods need mortals for power and hence take it upon themselves to become a part of their charges lives, giving them a feeling of closeness and secruity that the uncaring Titans never provided.

Another thing brought up in this chapter is the fact that all life on Scarn was reincarnated over and over again, but with the advent of the gods souls now go to the realm of the gods they worshipped. Some believe that this may eventually bleed the entire world dry of life, an interesting theory to say the least.

Chapter 2: This chapter addresses Churches within the scarred lands. Now on the grand scale the churches of the gods haven't existed for very long and this chapter provides various sects of each of the 8 major god's religions, not to mention a few of the demi-gods. Normally one of these sects represents the Orthadoxy, what the average scarred lands player would expect when they descibed the god, and normally at least one slightly off kilter splinter faction.

Chapter 3: This is a lengthy chapter about the various holy texts in the scarred lands' faiths. Each of the major gods are given two of these holy texts while demi-gods are only detailed with one. This chapter dragged a bit as one can only read so many small descriptions of bigger books before it gets old.

Book II: Druids

Chapter 4: Here we have the history of the druid, told through the writings of a neigh immortal creature who was born in Scarn's first age (or Epoch) and survived right up until the divine war (Yes, that would make him very very very old... the Asaatthi empire was over 8,000 years old and even that didn't start until 6th Age. ) The strange being (who I find myself suspecting may be a Dragon) also laids bare a few things that I had suspected about the nature of titan worship throughout the Scarred lands. 1. The powers of the Druid change with each Epoch, as Denev is the only active Titan it is only natural that all druids have access to plant and animal related magic. 2. Druids don't worship the titans. The titans don't have any reason to care about mortals, let alone "grant" them spells. Druid magic instead springs from ancient people mimicing one titan or another and harnessing a small fraction of the magic, magic tied to the world, that the titans themselves controlled. As different people watched different titans this system of mimcry simply grew into worship.

Chapter 5: This chapter details the average cults dedicated to the Titans. While I thought that this section would be a rather dull retread of previous discussions found in other books I was suprised yet again. No matter how nasty the titan was each section ends on a note of how a less psychopathic person may "serve" as a Druid of that Titan. Like Druids of Chern who embrace his ways to help stamp out disease, or Druids of Mesos who respect him as the source of Arcane Magic, but also use his personality as a cautionary tale. That being said the Most likely druids are still those of Denev and Golthain (even though he's truly dead, but seeing how he never granted spells in the first place his death doesn't hinder his druids).

The chapter rounds out with a few sample cults dedicated to the various Titans, my favorite being The Socety of Masques, worshippers of the Forgotten Titan Gulaben, who don't even know they're worshipping her. All in all I found this bunch a great example of what Titan cults should be like in a game and look forward to using them.

Chapter 6: Okay so if Titans don't grant spells can't Druids learn magic entirely independant of them? Yep, and that's what this chapter deals with. Namely the worship of Legendary Beasts, Ancestor Worship (and a nice discussion as to why Ancestor Worship makes Orcs such a pain to fight), and the worship of Spirits tied to certain locations.

Appendix I: Lots of feats, we get a lot of Miracle Feats (introduced in Relics and Rituals 2) and Primal Feats, Primal feats are the equivlant of Miracle feats for Druids in which a Druid sacrifices a Wild Shape use for the day to perform a special ability, an ability that in some cases harken back to past epochs of Scarn. They then go on to reprint the totem feats from the Guide to Fights and Barbarians... why? Because they include a new feat, Totemic Shapeshifter, which allows one to shift into a being more like the totem for an added bonus. We then get Invocation benfits for all of the major gods, and now rituals that those faithful to the titans can use. While they don't draw the attention of the defeated titans these rituals instead twist reality ever so gently.

Appendix II: Bingo... Prestige Classes, you know the game kiddies, 1-10, with a blurb.
Anchorite (6)- An aesthtic who gains mystical awareness by subjecting his pyschical form to abuse.
Cultist of the Forge (5)- Both Corean and Golthagga are merely manifestions of a greater being and that being, Zme-Dah, demands respect.
Defender of the Faith (6)- Fantatical leader of his faith's army, wether it's his faith is Divine or Titanic
High Judicator (4)- Iron handed priests of Hedrada, as stuffy as a Lawful neutral priest can be.
Khetan Phagist (8)- A drudic Cannibal gaining the strength and memory of those he devours.
Initiate of the Ram (3)- They Worship... goats? On a seperate Note if the woman in that picture is a dwarf I may have figured out why Dwarves have such low birth rates.
Oracle of Hedrada (6)- Divine Oracles who eschew Hedrada's Lawful Side in the search for wisdom (and hence make them bearable in my opinion)
Pursuivant (7)- A follower of any god sworn to hunt down and slay all titan spawn.
Scourge of Tanil (7)- Left wing fantics in the service of Tanil, who will just as soon turn you into a pin cushion if you're bullying the weak as talk to you.
Seeker of the Wind (8)- Druid/Sorcerers of Mesos who can sense and harness is power, still scattered in the winds.
Stormsinger (6)- Lethene's baddest servants, who can ride the storm and spontaniously cast lightning spells.
Totem Caller (6)- The Totemic Shapshifter feat taken to its most extreme

Average? 6 (an okay collection though many of the Prestige Classes lacked personality in their attempt to appeal to numerous faiths)

Appendix III: This is the catch all chapter, filled with everything else, rules on the creation of Holy/Unholy water, Herbal brews, conscrating holy symbols, and of course a small selection of spells.

Final Verdict: If you're looking for a great deal of Crunch keep on looking, game statistics and additions are almost none existant until you hit Appendix I. More so than any other book in this series the guide to Clerics and Druids is entirely about the Scarred lands and the first 6 chapters won't let you forget it. If you want depth for you Scarred Lands Clerics and Druids you'll find the book useful, but if you're looking for added rules for those characters this book will score alot lower to you. I was expecting some degree of crunch before I ran into the feats section, but was disappointed that keeps this book from being a 5 in my book.

[Rant] This book makes better use of its space than many others in the series, many prestige classes look like they had their font condensed in size to make room for everything. As a result this book doesn't have as much white space as many of the others in the series, so now that SSS has proven to me that they know how to use their space wisely I'm going to start holding them to the standard set in this book. [/Rant]
 

The Player’s Guide to Clerics and Druids would be the third in the Sword and Sorcery series of class books, and the one that most caught my interest. Unlike apparently everyone else, I rather like clerics, and the faith of the Scarred Lands is one of the factors that has most kept my interest in the setting. So what do I think of the book?

Well, the cover has that most irksome "Core sourcebook" text emblazoned right on it. Don’t let it fool you; it’s not a core sourcebook, whether for normal revised 3rd edition fantasy roleplaying, or even for the Scarred Lands. It's a sourcebook, simple as that.

Which is another thing you should not be mislead by - the front cover fails to mention the books association with the Scarred Lands, and the only mention that the back cover makes to the book being written with the Scarred Lands in mind lies in the setting stamp in the lower left hand corner, along with the d20 and Sword and Sorcery logo that one might overlook. Don’t let the cover fool you - the book would be better described as being the "Scarred Lands Player’s Guide to Clerics and Druids." If you’re not familiar with the setting, you’re going to be left in the dark on a lot of the information presented within. That’s
not to say that the book is completely bereft of good ideas that anyone can use or other, more universal information, but it is most definitely a book intrinsically tied to a game setting. Over half the text offers up details on the world and faith of Scarn, and a good number of the new rules and options it offers up assume you will be using the Scarred Lands pantheon with them.

The book starts off with the usual introductions Scarred Lands books
offer from the developer and just what the book’s about, and then turns swiftly towards the place and origin of clerics within the setting. The first noteworthy thing mentioned within would be the Pact of Nammul.

Essentially, the gods of Scarn all agreed that to hear and ignore any cries to the gods would be horrendous, and that it would be better to answer the prayers to a false god then let those prayers go unanswered (and for those individuals to possibly turn away from the gods altogether). This explains how one can potentially gain clerical spells from demons, dead gods, or gods that never existed in the first place.

Beyond the Pact of Nammul, most of the first chapter revolves around the history of the gods and their individual faiths, as told through the eyes of various druids and new converts. Standard stuff, fairly worth the read, so long as the gods of the Scarred Lands interest you.

Chapter two continues detailing the clerics of Scarn, this time focusing on the various churches and sects of the gods and demigods, as well as a few notable figures. This chapter helps to solidify some of the settings belief settings, and conversely, offer up options for players to work in their own ideas and takes on a faith. While I believe the mainstream sects were a necessity to include, the one sect which most stuck out for me was that of the Revivifiers, Chaotic Neutral worshippers of the Scarred Lands Chaotic Evil god of destruction and bloodshed, Vangal. Their belief is that from destruction, comes rebirth, and that while Vangal is a terrible and dreadful figure, from his actions comes a better world. While perhaps not the most original of ideas, it’s one that hasn’t been gone into overly much in the Scarred Lands, at least in regards to Vangal. I feel that their presence in the book will cause Scarred Lands DM’s to rethink some of their ideas upon the deity (and possibly other ones, as well). The group also serves as one avenue for PC worshippers of a Chaotic Evil god who can still operate within the confines of an adventuring party.

As for the notable persons in chapter two...all were either fairly bland, or showed up in other supplements. So onto chapter three...

Eight pages and 14 gods having their holy books mentioned makes up the entirety of chapter three. An introduction, the history, and the contents of each are given a brief run down. While giving another small glimpse into the various religions of the Scarred Lands, and certainly nice to have in there - the number of times PC’s in my games, or even ones I’ve played, have been skimming through a book shelf equals probably about a third to half the games I’ve run or been in - none were particularly exciting. Furthermore, a number of them are mentioned as having the details of the powerful true rituals of the Scarred Lands written within them. In light of the availability of these rituals being described as "rare beyond words," for them to be appearing in books that are mentioned as having "enjoyed a wide dissemination" incites some grumbling on my part for the contradiction. Not to mention that some of those rituals are fairly powerful, and a DM might have some arguments about not allowing a PC to have them when the character could reasonably, fairly easily and inexpensively find a source for them according to the Player’s Guide.

With that said, though, onto chapter four, and onto the druids.

Again, it parallels chapter one, only now detailing the history of druids upon Scarn. Most of it comes from the perspective of an anonymous, apparently near immortal author, who takes us through the various epochs of the titans, and the way magic and the world changed each time a different titan asserted their dominance upon the world (or however one wants to view how the epochs changed, which needn’t necessarily have been at the hands of those god-like creatures of the land, the titans). Essentially, druids in the Scarred Lands haven’t always wielded the sort of magic they do now. At times, their magic has focused on the act of creation, at others, mind-control, and much more besides. Nothing new here, at least for the Scarred Lands.

However, one new theory it presents is that the gods are, bit by bit, draining the souls from Scarn. Where once souls existed in a constant cycle of reincarnation, now they’re being drawn out into the outer planes, which is slowly causing Scarn to die. Of course, since this is in the druids section, and is essentially a cry out against the gods, it should be taken with a grain of salt, but it is, at least, an interesting theory.

Chapter five! Much like chapter two, but it thankfully saves the reader from having to read about any notable figures. Not that there’s anything necessarily wrong with them, but I like for there have been something memorable about them once I’ve finished reading about them.

But, enough with that.

Chapter five goes into just why druids of the Scarred Lands would worship entities such as the titans who could care less about having followers and sycophants. It offers up one entry on each titan for the how and whys their worship. Once it finishes with those, it offers up one cult for each of the titans. Druids of disease, druids of poison, and so on, and so on.

Instead of chapter six offering up holy books for druids - which one could argue isn’t entirely appropriate - it goes into different forms druidic worship takes place outside of the titans. Just like clerics needn’t necessarily worship a deity due to the Pact of Nammul, one needn’t bother with a titan to draw druidic power off the land. Or ancestors. Or the Beastlords. These three things as forms of druidic worship are the heart of chapter six. A solid if unspectacular chapter.

But what of the feats and prestige classes and new spells? Well, I’m glad you asked.

Feats first, and there’s a number of them. There’s the usual assortment of general feats, and then there are the special miracle, primal and totem feats. Miracle feats all work off of turn or rebuke undead uses, primal feats off of wildshape uses, and totem feats to those who have attracted the attention of a spiritual tribal patron (and are usually restricted to only one totem at that).

Now, my question is, what’s the deal with the +2 Spell Save DC feats in here? While none are necessarily bad in and of themselves, they begin to stack up after a while. One’s only usable in a selected terrain type, but the other works on one selected spell per spell level - which makes it about the equivalent of Spell Focus, in my mind, by being versatile enough to apply to multiple schools, and more specifically, the best save based spell per level. Oh, that feat also increases the casters effective level for that spell by one, too. Some of the revisions made to third edition seem to be ignored in here, and this seems to be just one example. There are a few more, but I’ll not go into them quite yet.

The Miracle feats, as mentioned, rely on the ability to turn or rebuke the undead. From there, their commonality subsides. None strike me as too strong or too weak, and I’m sure most will be able to find something that appeals to them within it. For my part, I’m fond of Casting Out the Unclean and its partner Great Exorcism, which allow clerics some capacity at turning outsiders.

As for the Primal feats, one exists for every titan. They represent lingering power from past epochs that the druid can call upon in place of wildshaping. I, being more a fan of clerics, didn’t find any that stood out for me, but I found no particular complaints with them, and I’m sure someone playing a druid could find something they’d like and could use.

The same goes for the Totem feats. To a degree, they’re all a matter of flavor. System-wise they offer a number of uses per day, and in return, bear a taboo that the feat-holder must follow in order to continue benefiting from the feat. As none are particularly powerful looking from my initial reading, the fact that some of these taboos aren’t particularly troublesome doesn’t bother me overly much. Usually, I find role-playing and fluff rarely balances out a feat, power or prestige-class, at least in many instances.

After the feats, new invocations and rituals are listed for all of the gods and titans. These are prayers and acts one can perform in praise or emulation of a god or titan in order to gain a benefit to skill checks, saving throws, attack rolls and the like. While not necessarily opposed to them - the idea of crying out to a god for aid and receiving it is an appealing one to me - I do feel that too many of these invocations and rituals can potentially be overkill. The book addresses this by saying that DM’s with these worries can restrict the number of invocations usable by a character to those in Divine and the Defeated plus one more for every two ranks one has in the Knowledge (Religion) skill, but this doesn’t entirely balance it out in my mind - it just means that an already strong class, the cleric, will have even more options over other classes. Other than that, they’re a nice touch, and not too unbalancing, so long as the DM properly keeps them in check.

A book like this is almost guaranteed to have prestige classes, and it doesn’t disappoint in this department. So, what are my thoughts?

Well, the integration of prestige classes from the Dungeon Masters Guide and the Book of Hallowed Might into the Scarred Lands is a worthwhile endeavor. However, I found that by tying the Mystic Theurge to a specific pair of faiths was missing the point of the prestige class in the first place, as a multiclassing fix.

What of the new prestige classes, however? Flavor-wise, I felt they were lacking. However, that’s a matter of opinion, and I can be picky. There’s 12, all told, ranging from the Anchorite, a spiritual hermit, to the Totem Caller, who sacrifices spellcasting in return for a full attack bonus progression and different uses and powers based off of wildshaping and the totem feats.

Once past the flavor of the prestige classes, however, we get down to the real nuts and bolts of them. How useful, for example, are they outside of a Scarred Lands campaign? I’d say about half of them can be fairly easily placed into another setting with a minimum of change; the Anchorite, for one, can be used in any number of campaigns, and even the Khetan Phagist - a druidic cannibal, essentially - could readily slide into most games. However, the Initiate of the Ram, Pursuivant, and a number of others all have abilities which, in part, tie into the Scarred Lands, that may need some tweaking if you’re not using that setting (It acknowledges this for the Initiate, at least). The abilities of the Pursuivant rely, in part, on the fact that Rangers, Druids and Sorcerer’s (but not Wizards) receive their power from sources opposed to or different from the gods, as well as on there being titanspawn (monsters loyal to or strongly bound to the titans of the setting). While most can be altered as needed or wanted, so can many prestige classes, regardless of the source, and the less I need to change something from a book, the better that book is, in my opinion. Furthermore, I felt that some of the universal usefulness, regardless of campaign, that this book tried for, in addition to failing at in many instances, also hurt some of the flavor of the prestige classes - if they had just been written with the Scarred Lands specifically in mind, they may have had more appeal to me. As it is, I think a hazy middle-point where no one is really happy was met. Each entry does mention how each class can be used in other campaigns, but these are not always satisfactory.

Balance-wise, I was a bit surprised(pleasantly so). One thing I always look for in a prestige class is whether or not it would be worth continuing in the base class. That is, does the prestige class lack something that the base class offers? Or is it just a bunch of new abilities, in addition to doing everything the base class could? For most of these classes, I found that a player actually does have to weigh whether or not they want to pick up the prestige class, or continue advancing in the base class. Most of the prestige classes take away something in exchange for the abilities they offer, to help balance out those abilities. The Oracle of Hedrada grants full spellcasting progression, a Wisdom bonus to Initiative, Uncanny Dodge, and a number of spell-like abilities, but in turn, cuts down on the attack bonus and Fortitude saves of a Cleric; after all, since when have Oracles been known as hardy folk who swing a mace quite aptly? Some might cry that they have to give up something in order to gain some of the prestige classes special abilities, but I personally find it to be a good thing - particularly with clerics, who are a solid enough class without gaining a number of other special powers on top of what they already have. So, while the prestige classes may not have particularly struck my fancy, I don’t believe I would have any problem using most of them for NPC’s or allowing a PC to pick one of them up - which is a rarity for me. There are a couple of exceptions, such as the Cultist of the Forge and the Defender of the Faith, the first of which has fairly lenient requirements and gives up next to nothing that a cleric has, in addition to what the prestige class offers, whereas the Defender of the Faith has slightly more stringent, though still not particularly balancing requirements, which also takes next to nothing from a cleric, yet also offers a number of advantages.

Next on the menu we get to theurgical items and various herbs.

Theurgical items are those blessed by clerics, such as particularly potent holy water, alternative holy symbols, and a few other tidbits here and there. Nothing too out of whack here, nothing that I feel would upset the game, just a few new, fairly mundane items for those who care to make use of them. Much the same with the herbs; different uses for them, how to best brew and mix them...nothing unexpected.

Following this we come to a short section on various places of power touched by the titans. Brief but interesting, they can make for an unexpected surprise - and challenge - the next time the PC’s raid a druids grove or some other sacred site, due to the effects these places have.

The book finishes up with a few new clerical and druidic spells. While I found none of them to be particularly exciting, my eye was drawn to the part on the primal modifier. Essentially, druids of the Scarred Lands do not have Holy, Unholy, Sacred or Profane modifiers in their spells. Instead, these are all replaced with the Primal modifier. Primal damage, primal bonuses, and so on. While I understand the concept behind them, I do question just what effect this may have on certain monsters and the stacking of certain bonuses. Nothing too dire comes to mind at the moment, though, but it may be something to watch for.

Finishing touches:

The artwork was nothing particularly impressive. I did enjoy Yanner’s sketches of various followers of the gods and titans, but other than that, the rest was decent to less than stellar. The artwork of the Stormsinger in particular makes me twitch - she looks like a comic-book super villain. It’s not the worst picture, just not the most appropriate.

Editing/Nit-picking: Just a few small things. First off, the conversion from third edition to revised third edition hasn’t quite been implemented in this book. Take for example the Speaker of the Ancestors feat, which grants a weapon proficiency that also says the weapon counts as a druidic weapon. Druidic weapons no longer exist. There’s also mention in it of both polymorph self and other, as well as the symbol spell. Just small things, but there nonetheless. The book also mentions how druids are not restricted in the spells they can cast based on alignment; unless the Scarred Lands has a different take on how druids cast spells, this sentence is wrong. Based on the fact that it was essentially a small, throw-away sentence (as opposed to a sidebar), I feel this was a mistake, not intentional. There’s also mention of a Chaotic Evil druid, with no explanation as to why, as well as a sect of a Chaotic Neutral deity who typically take Good as one of their domains. While these are all fairly minor points, they’re scattered throughout the book, and begin to add up after a while.

All told, I enjoyed the book well enough, and felt it was worth my money (as much as any other role-playing book, anyway). However, I didn’t find it particularly notable, and believe I would have been sorely disappointed with it were I not both familiar with and a fan of the Scarred Lands - as I said, about half the book is little more than setting material, followed up by another half which is strongly influenced by setting material. It has a few new, or at least, uncommon ideas in it that can be plundered, and I found some of the new feats and prestige classes in it a bit more balanced than those in previous Sword and Sorcery books. If you like the Scarred Lands, as well as Clerics or Druids (or both), then I’d recommend picking it up. If not, take a pass.
 

The Player's Guide to Clerics and Druids is another class splat book from Sword & Sorcery Studios for their Scarred Lands campaign setting. Its important to note that while the cover indicates that its a core sourcebook, that it's really a setting sourcebook with some game information that can be added to any campaign.

The book is broken up into two sections with smaller subsections filling those out. The first part concerns itself with the cleric, going over how clerics fit into the setting and how the gods are seen by those who worship them. It's interesting information and expands the Scarred Lands mythology quite a bit but often times at a cost to some of the established setting. For instance, here, the gods accidentally trap themselves in the planes before the Divine War, not more tied to those planes after the divine war. Other little things filter in here and there but only a sage would really notice the difference and because the land is so war torn, it's easy to explain past bits as false information.

One thing that was very interesting as a GM to read was how the gods answer all prayers, even if its to a false god. This helps the GM explain demon lords granting spells, false gods granting spells or any number of different variants to play with. Of course, it clashes with the established story for the cleric of the Elf God who was not to be named, could hardly cast invisibility, much less use his full power. It also ties your hands if you want to use something like Requiem for a God, since technically, no priest would ever suffer a lost.

Of more use to some than the general information and background, will be the various churches. Each church has a little stat block including location, ethics, liturgies, holy days, allies and enemies, notable personages, signs of fellowship and cleric information. Long time players may be wondering what's in it for them as there are whole books like Mithril with lots of information on Coreanic priests, for example. To them, I say a lot. For example, the Cult of the Forge, a group the worships the Forge of Golthagga as a divine being of its own that merely uses Corean as a manifestation of its power.

Those looking for other bits to flesh out their campaigns will find not only ideas on how clerics multiclass and what the standards are in the setting, but also specific NPCs that aren't detailed outside of gender, race, class, level and alignment like this; Joe (male human DM6, CN), but detailed background provide the GM numerous tools to incorporate them into a campaign, most likely as patrons for those of similar faith or foes for near epic characters.

Once section I highly enjoyed as the Liturgy of the Gods. Much as Clark Peterson did for the Player's Guide to the Wilderlands and En World Journal, these books provide quick backgrounds and bits of information that the GM can add to the setting without overwhelming the players at one time. I like it so much because players are always going through libraries or always asking for such items. Now you have them. They also make nice inspiration for other settings.

The section on druids troubles me a bit. For me, druids were some of the original bad boys of the Scarred Lands. They were titan worshippers or servants of such creatures. Finally, they were more than just tree-huggers, although if you wanted to play a druid, there was one titan, Denev, who you could worship. Now however, things aren't so black and white. This book offers numerous ways to add druids to a campaign without making them mad titan worshippers. This includes ancestor worship, beast lord worship, and place worship. These methods are fairly detailed and work well, but after a point, I being to wonder if they shouldn't have moved some of those options to other core classes like Green Ronin's Shaman or Witch, both with 3.5 updates on their website. Some information also seems a little counter productive.

For example, “Most druids who openly practice their magic worship the Earth Mother.” Okay, but most is a big term here and with all of the options here, perhaps it should read, “Most titan worshippers who openly practice their magic worship the Earth Mother.”

Those who want to continue to run their druids as madmen of ancient powers get lots of cults to throw against their players, always a good thing. How about the Twisted of Gormoth, a hidden cabal of wizards and druids who seek mysteries inherent in life. They are strange ones who mutate and mutilate in an effort to craft “horrible new lifeforms”.

The game mechanics are placed in the back. We've got new feats, PrCs, magic items, spells and other goodies. Among the feats, my favorites are probably the new type, Miracle Feats. Take Cleansing Flames. For the use of a turn undead attempt, your weapon gets the flaming descriptor, dealing extra fire damage, and lasting for a number of rounds equal to your Wisdom modifier. Pretty good stuff. Really nasty if you then take something like holy/unholy flames, which now add holy descriptor and even more damage that stacks with the Cleansing Flames. Good stuff but not for everyone.

One thing that they do with the PrCs that I like is mention how other PrCs from other books, like the Core (or DMG) book, and those from Hallowed Might, work in the setting. They do a great job with the Knight of the Pale, a holy warrior who gains his power from prayer to the old saints and the book gives an excellent list of SL saints and what they did to become sainted.

Another nice thing is that for each PrC, while full background information is given for the Scarred Land setting, a paragraph gives the reader some quick ideas on how to use these PrCs in other settings. The pursuivant who hunt down druids and sorcerers of the titans in the SL setting but in other settings, may hunt down demon cultists or other servants of evil gods, changing the references and special abilities they gain against such foes to these more appropriate ones.

The mundane items, like herbs and holy water, are useful for any setting, providing either new poisons and healing agents, or different ideas of how gods with different ethos and abilities would bless holy water. The spell selection was a little short for my taste, especially with four ads of pages and lots of white space at the end of chapters and at the end of almost every prestige class.

The art is done by David Day, Nate Pride, Tim Truman and Kieran Yanner and most is good. I especially enjoy Truman's art in the PrC section as he handles all of it, giving it a seamless fit and giving that section a very unified feel.

If you play in a Scarred Lands Campaign and want to augment the role of clerics and druids in your campaign, this guide will help you. If your scavenging from another setting, you might want to wait for more specific books of your cause to come out like a Quintessential book or one of WotC's new Complete books.
 

One quibble- The pact that allows all worshippers of the Divine to receive spells only provides for the most minor of magics (1st and 2nd level). Thus, the pact accounts fot the forsaken elf cleric phenomenon and is in compliance with previous canon. At the same time, these clerics lack full spellcasting capability, which provides an impetus to use Requiem for a God, convert, etc.

Good review overall!
 


"Thought their attention was properly focused on those who called out to them by their true and proper names, no sentient that called out to the gods should ever go unheard -"

On page 10, under the Pact of Nammul, I see no mention of specific levels here. I agree that it would make sense for the 1st and 2nd level bits, but that in and of itself goes against established d20 ideas where clerics can power their own 1st/2nd level spells. Now Divine and Defeated (which has no index and a quick look thorugh shows nothing) may provide some actual ground rules for that, but I didn't see it in that section in the Pact.
 

Divine and the Defeated really doesn't have much to say on god-less (be it due to a dead god, a false god, or whatever) priests.

The best explanation for the restrictions forsaken elf clerics have in the Clerics and Druids guide would, oddly enough, be in the Druids section, where it says some druids of Golthain have limited spellcasting ability due to their unconsciously self-imposed barriers in advancement.

Other books mentioning the forsaken elves try to make the claim that forsaken elf clerics are restricted to 2nd level spells due to the Curse of Chern, but that's obviously not the case as those who worship Enkili are capable of casting raise dead and the like.

But, oh well. Sword and Sorcery Studios doesn't exactly have clarity and consistency going for it and its books.
 

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