Relics & Rituals:Exclaibur, published by Swords & Sorcery Studios detailing how to fit the Core d20 rules into a "Classical" fantasy setting. In this case the Chivalric world of King Arthur, Roland and others.
Relics & Rituals: Excalibur is the type of "Campaign Source book" for D20 v3.5 rules I wish more companies would produce. R&R: Exclibur is not what you would expect to find in a "traditional" book of this sort. What is different is, Excalibur isn't just a book describeing a Mythical England, with detailed histories, demographics personalities and geography. Instead it is a series of essays, followed by campaign examples and new, tweaked or variant rules to illustrate how it all can be done. The end result is enough material to either hit the ground running, with minimum of work using the Excalibur campaign if one wishes, while provideing enough solid material to build a campaign from the ground up.
Excalibur is made up of six chapters, but essentially can be broken down into three portions. Characters (races/classes/ skills & feats/equipment), Magic (Spells/items/ Relic & Artifacts) and the World. Each portion is well organized, and offers up a number of suggestions on how each subject can be worked into the type of campiagn the Dungeon Master wishes to run, be a grim & gritty "sitorical" campaign, or a high fantasy world more in line with what we have come to expect from d20/Dungeons and Dragons. Below I will attempt to examine the key features of each "section", but to be honest there is so much that has been packed into this volume, that I am bound to miss something. I also intend to focus more on what the changes are, rather then "if" they work well. After it is all a matter of individual taste, and given the nature of this book, its a pick and choose situation....
Relics & Rituals: Excalibur opens with a brief introduction, explaining the "Whys" of the the book, and setting out certain setting conventions, such as explaining just what the differences between , the limited nature of planar travel,"Fae" and "Fey" ( Fae are otherworldly player races from Faerie, while "fey" is used in regards to "monsters" such as pixies, dryads, etc) are, what the term "Arthurian" means where Excalibur is concerned , and a brief introduction to the "Excalibur" campaign. After reading the introduction one has a pretty good understanding that they aren't dealing with a "Traditional" D&D/d20 world here.
Excalibur then moves on into the "meat" of the Excalibur campaing. The first portion of the book deals with player characters in the Excalibur setting, starting with variant races that inhabit the Excalibur campaign. A brief history of the non-human races tells the reader :all non-humans with the exception of Orcs) are Faerie creatures that have migrated/been exiled to the world of men, and have existed within the mortal realm long enough to have become part of it. Races are given a fairly detailed overhall to ensure that they fit well with setting of a pseudo-Arthurian tale. Each race that carries over from the Core Rules is given an approriately Celtic sounding name, Elfs become Daoine Sidhe (High elves) & Lledrith Sidhe (Wild, Forest Elves) , Halfings become Cellwair, and Dwarves Meinedd. In addition, a new race, the Goblin-men called Anhardd (hobgoblins) is the only new race added, and would have seemed to have been a suitable replacement for half-orcs. But curious enough the Half orc (the orcs of Excalibur are not the orcs of Tolkien, but wild, sub-human woods folk) carries over, while the Gnome doesnt. The inclusion of Half Orcs and exclusion of gnomes seems an odd choice. There are also Hanner Sidhe (half elves), the defacto go between for humans and Lledrith Sidhe. The amount of information provided about the races is fairly complete, covering everthing general personailties/attitudes, relations with other, religion, lands, default alignments, to names, lands and game mechanics. The changes are enough to make them different enough from the core classes, but simular enough to ensure they are recognizable by the players.
The next portion of the book gives an overview of the core rule classes, explaining how they would fit in to an "Arthurian" campaign, and where they stand in the Excalibur setting. It should not be to surpriseing that many classes cross over with little difficulty. Fighters, paladins,clerics, druids and bards for example make the tranisition smoothly, with little need for tweaking. Rouges require a bit more work to justify, but rangers are able to find a home. On the other hand Monks are sorely out of place in this sort of setting The Excalibur campaign makes an effort to include Monks, but it stills seems forced and out of place(a unique Dwarvish school of fighting). The biggest adjustment, however are the magic users. The simple fact is the D20/D&D magic system is at odds with an Arthurian setting, but it is not an impossible obsticle.
This section explains why the Core rule "Dragon blooded" sorcerer is an ill fit, and that while the class fits, is in need of a basic revamp. Suggestions on the hows, whys and abilities are offered to allow the class a role in an "Arthurian" campaign, and how the Excalibur Campaign handels them. In the world of Excalibur the Sorcerer is either a fae creature or draws his power from a pact with Fae or Dark powers. Wizards are a given in this sort of setting, how many wizards are more famous then Merlin?. In an "Arthurian" setting setting wizards are powerful (if reserved beings) we are told, fitting the role of the classical wizard as most would imagine them. The Excalibur Campaign then goes on to define the difference between "Black" and "White" wizards, and what becomeing either means in the campain. Over all the treatment the Existing Core Classes is well done. I especially enjoyed the way the book draws a better defined distinction between the Sorcerer and the Wizard class.
In addition to the Existing core classes Excalibur includes one new Core Class, the one that is most essential to this type of campaign the Knight. The Athor addresses that concerns that prehaps the knight class would better suited to being a fighter, or a Prestige class, and defends his choice as to why it was made a Core Class instead. Over all the class looks fairly solid, and can always be ignored in favor of a alternate system, and if I had one issue it was the need of the Author to subdivide the class into "Black" & "White" knights, which to me seemed fairly conrballish. But then this to can be ignored as well..
The section on classes is rounded out by a list of existing Core Rule Prestige classes, and which ones fit and which wouldn't in an "Arthurian" setting. As a general rule of thumb, the more outlandish PrC's are discouraged. This is followed by a (mostly) approriate list Excalibur Campaign Specific Prestige classes, about a dozen in all.
The remaining chapters cover skills, variant skills uses and new feats and equipment. The Feats section adds to types of uniqiue feats suited for an "Arthurian". Honor feats, which require the character to gain so many "Honor" points (see below), before takeing them, and Paragon Feats, which require an Attribute score to be 3 points above his racial maximim before having access to them. An Example of a Paragon feat is "Paragon of Charm, which grants the character a bonus the ability to retry Diplomacy, Bluss and other CHA based skills once per day with no penalty, and to use a spell like Suggestion once per day. I am a little leary of these Paragon Feats, but they shouldn't be to hard to keep in check.,and they do tend to reward those who decide to take them with unique abilities. For the most part the other feats are in line with those found in the Core Rules. None seem to be grossly over powered when considering the pre reqs, and most are designed to keep with the theme of things.
The Equipment and sevices listed in the book, is what one would expect to find ina quasi-historial feudal mideaval campaign. The more exotic weapons and items, like smoke stikes are noticably abscent however. But considering the setting, this makes sense. There accompanying essays stressing the importance of one maintaining their appearance in regards to their station, and maintaining a certain level of comfort, as well as descriptions of weapons and armor. I did find the limited variety of armors suggested for such a campaign to be some what questionable, but thats a minor gripe.
The second portion of the book deals with Magic, and the question of just how does one fit the D&D/20 magic system into the "Arthurian" world? Prehaps the most difficult task faced by Excalibur's writer(s), since magic is far more subtel in the tales of Arthurs knights, then the one presented in the Core Rules. Arthurs England was not a place where wizards hurled fire balls, or zapped enemies with electricity.... It is one of the places where Relics & Rituals:Excalibur truely shines. It is also the part that players use to playing in a standard D20 setting , such as the Forgotten Realms will find fault.
I am tempted to call it a "Low" magic setting, but that would be misleading. It is a more subdued magic, however, that is found here. Relics & Rituals does not out and out banflashy, high damage spells, but recomends they be extremely rare and costly, if not eliminated all together. Excalibur suggests that other types of magic ,more appropriate to the setting be promoted over the flashy offensive spells.
Wizards and Sorcerers are far more cunning, resourceful and manipulative here, not just set in the role of mobile artillery platforms. Divinations, Conjurations, Transmutations, and Enchantments should be the tools of choice for magicians, not a ball of flame. The book goes to great length to drive this point home.
Cleric recieve a bit of a tweaking as well. Since R & R: Excalibur discourges the use of Necromancy, as it is not a theme often found in Arthurian settings, it is suggested result the cleric forfits the ability to turn undead. In place they gain a new type of blessing, called Heraldric Blessings. These spells are cast upon shields, and grant the user some benifit associated with the what ever heraldric beast is emblazoned upon the shield. I didn't care much for this concept, as it was presented. In theory it is not terrible a terrible idea, but it seemed a bit forced, and out of place to me. I think that a system to "banish/dismiss" demons and otherworldly beings would have been a more approriate power, given the setting, but prehaps thats just me.
There is an effort to further define what makes a Sorcerer different from a Wizard as well. The basic concept is, Sorcerers are untrained magicians, who depend on pacts with supernatural powers. Their magic is a means of survial, and is "faster" and "easier" to use. The drawback here is that it is not as powerful or as effective as the slower spells a trained Wizards casts. A Sorcerers spells are not as long lasting either. The effects are short lived, where a spell cast by learned wizard may last for weeks, months or, well,... for ever. The end result is Sorcerers are more suited for a life of 'adventure'. The book points out that the more preferable situation for those wishing to play a magic user is to multi class the two.
The third major section of the book deals with magic items, and how they should be depicted in an "Arthurian" setting. The main point Relics and Rituals: Excalibur seeks to get acrossed is: Enchanted items are not a dime a dozen in this type of campaign. These items are, while not necessairly unique, limited. Players shouldn't expect to loot trinkets of power from the corpses of slain beasts, or purchase healing potion in assorted flavors from market vendors. In an "Arthurian" setting they are more suited as rewards for completeing quests, or gifts for service. Each item should be carefully considered, by the DM. What it is, what it's name and history are, and why it is where it is are all questions the DM should ask him self. It is far more appropriate for a magic ring to be named, and have some story attached to it, then be simply a +1 ring of protection the players lift off a dead goblin. While such a requirement does add depth to a campaign, the down side of this is some DM's may find it more effort then they care to make.
This third of the book is rounded out by spell lists for each magic useing class in the Excalibur campaign, detailing spells aviable to them, roughly 100 new spells unique to the campaign, and magic items, and enchanted artifacts for the Excalibur and Arthurian settings.
The Final third of the book is a series of essays, and varient rules dealing with the world of "Arthurian" legend, and the tone of such a campaign. The major change suggested Honor system, which can be used with, or replace the Core rules alignment system. The Honor System is a kind of "floating" alignment/reputation system, which is effected by the actions players take, and who witnesses it. Certain bonuses or penalties are applied if a character reaches the high or low end of the scale (people will act more friendly to Hornorable characters then dishonorable ones). The Honor system is used in conjunction with Chivialric Codes. Roughly a half dozen codes are offered, for players to choose. The idea is this is a tool that works toward story telling in an "Arthurian" setting. Players are not only rewarded for behaiveing in a Honorable manner, but it gives the DM a tool to place characters in "sticky" situations. Situations where the character(s) are forced to choose between one of two or three options, all of which will result in them breaking some moral or chivilaric conviction. Angst in merry old England it seems is the order of the day. The Honor system is a nice example of how the abstract Alignments of the Core Rules
replaced with a more "realistic"system for a DM who wishes to have his players face moral/ethical situations.
The importance of religion is also covered here, and suggestions for incorperateing the conflict between the new faith coming into conflict with the old ways ( a central theme to the Arthurian tales)are offered,
as is a possible template of various deities (The God of the Excalibur Campaign)to depict this conflict. As well as short essays on "who is a Knight", how to effectively use the concept of Prophecy with in the confines of the campaign, with out rail roading players to a final conclusion, an essay on depecting magic as "Other" (something beyound human keen), and on depicting non-human races as either near human, or "other" (something alien and frightening to humans), as ending with how to handel monsters in such a setting (as well as provideing a list of Monsters found in the Excalibur setting).
Over all the Relics and Rituals: Excalibur does a fine job of createing a world of Arthurian myth, with out requireing the players to completely depart from the Core Rules. The choice is the players in the end. They can either choose or reject the suggested changes as suits their needs. And to that end, the Relics & Rituals:Excalibur serves as an illustration of just how fexible the d20 rules truely are.