Relics & Rituals: Olympus

JoeGKushner

Adventurer
Relics & Rituals Olympus does for Greek myth what Relics & Rituals Excalibur did for knights. It takes many of the myths and common ideas we have of that era and turns them into game mechanics for your standard d20 fantasy campaign.

Weighing in at 208 black and white pages in a hardcover format for $34.95, Olympus is average in price range. Interior covers show the races of the setting. One page is used for the legal appendix and another for the open game license. One page is used for an ad for the new Vampire game. The book has no index, but does have a table of contents with a fair breakdown.

The book is written by W. Jason Peck, Aaron Rosenberg, and Christiana Stiles with interior artists including John Bridges, Talon Dunning, Jeff Holt, Leif Jones and Alex Sheikman. Layout is standard two column format. Chapters start with a greek warrior, chapter title, and chapter name. For example, the Appendix is listed as Olympian Monsters. This information is also found at the top of the page for ease of reference. Chapter pages are light gray to offset them from standard pages and have no border. Other pages are boardered by Greek armies in battle.

Now for those looking for a historical book on Greeks including their mythology broken up into game terms, you’re looking at the wrong book. This is a book that takes some of the basic assumptions of “Hellenic Fantasy” and puts them into d20 terms. You’ll find no cities here. No maps. No NPCs. No timeline. These are things that don’t apply to this type of book.

Instead, you’ll find “Hellenic Fantasy” versions of the standard races. For example, instead of elves, half-orcs and gnomes, we have the Selenaous or sea elves, the Therian or Wild Elves, and gnomes and half-orcs with details on how they fit into these setting with game stats similar to their standard versons. For example, the half-orc here has the same bonus to strength and penalties to intelligence and charisma that the standard one does as well as his orc blood for magic item use.

Thankfully, we have something to help this section stand out. We have fauns, humanoids that aren’t quite fey, but are close to it. They are half-human and half-goat with great charisma but poor wisdom. Like many humanoids they have low-light vision as well as some miscellaneous bonuses, in this case, +2 against enchanment spells and +4 against disease as well as a bonus to some skill checks and a few other benefits.

My favorite though, is the warlike spartes. These individuals hail from the teeth of a dragon’s skull and were breed for war. They have minor stat modifications coming in a bonus for constitution and a penalty for wisdom, with standard low light vision and a bonus to their saves against fear. One thing I don’t like about the class is that they have a favored class of fighter, and received several weapon proficiencies. It’s nice if you decide not to follow your favored class and wasted if you do. Still, there is something appealing in a race that has a reduced penalty when fatigued or exhausted, a race that recovers from those states quicker than a standard human. Makes modeling the old Spartan warriors a little easier.

Talon does a nice job of illustrating this section. He provides illustrations of the different races in different poses for both male and female members.

For classes, the book examines the existing core classes and how they fit into the campaign. This includes who might’ve been what class, such as Orpheus being a model bard, as well as what role each class has in the setting. Fighters for example, are almost always needed and this setting is no different as it notes, “The role of the fighter in the Grecian heroic epic is unquestioned.” A nice touch was the prestige classes from the DMG, discussing which ones were appropriate and which ones should be booted.

The part of the book that I hated, were the PrCs. I always try to mention how a book has to visually pull me in. Good art and layout do that as well as modest use of white space. The PrCs here are poorly illustrated. This is especially sad when one looks at the previous book in the series and looks at Ron Spencer’s artwork. Here, the art is huge and it’s just not good, taking up way too much space. What’s worse is that despite this huge inappropriate art, there’s a ton of white space.

The good news is that the PrCs cover a wide range of options native to the Grecian menu. These PrCs start off with background details and move into game mechanics. Each one fully illustrated and includes advancement table. These classes range from individuals like the Anointed of Styx, warriors who are anointed in the River Styx, gaining damage reduction and great health, to the Sun-Chosen, divine spellcasters who are masters of the bow and of light itself. These are full ten level PrCs.

Now in this mix, I find myself eyeing two of the PrCs. The Anointed is a good one as it represents an ancient myth of vitality and power. The Promethean Magos on the other hand, is a master of hidden knowledge, a spellcaster that seeks to know ever more. They might be a little too good as they get full spellcasting as they advance, as well as special abilities every level. Thankfully, there are limits to the class.

See, the Magos has a special Sacred Fire and if they’re not within it, they lose their special class abilities, leaving htem with just their spellcasting power. In exchange for that though, they gain bonus skills to their class list, knowledge skill checks with five ranks value, insight bonus to skill or ability checks, bonus to Will saving throws, and other abilities hailing from the “Sum of”. Titles.

The other PrCs aren’t necessarily bad, they just didn’t grab me. Some might be interested in the Sacred Huntress, the devoted archers of Artemis. Others might want to test their physical prowess as Olympic Paragons and a few might want to break bones in wrestling as the Master Pankratiast. To me, they just seemed almost too specialized or too focused, something you’d have to be interested in or have lots of rules to use. For example, maps of arenas perhaps?

Outside of races and classes, Chapter Three includes information for skills, feats, and equipment. Skills don’t work differently here, but there are different types of knowledge and profession skills. The skill of Charioteer is also added to the list included a list of tasks and DC’s necessary to make them and what those tasks mean. For example, using the chariot for cover, or spurring the steeds on to greater movement.

In terms of feats, the book reminds users that since this is a bronze age setting, certain feats aren’t appropriate. It also notes which feats aren’t in the style, either being too Asian, like Deflect and Snatch Arrows, or out of place, like Two-Weapon Fighting and it’s chain of feats. In terms of new utility, the book introduces the Olympian Feat. Here, you champion a deities cause and gain benefits from the feat. Fail, and you suffer a Punishment Feat until you’ve redeemed yourself.

These feats cover twelve gods of Olympus and start with the Favor of. For example, Favor of Hades allows you to see in darkness and have a few special abilities like use a death touch, speak with dead, and add +8 to any one Appraise check. Included are details of what happens when you manifest your Favor. For example, a Favor of Hera has the user become dark and terrible with electricity flickering in their eyes while winds whip about hair and clothing.

I was a little disappointed to see more wasn’t done with the Divine Blood feat. We have several benefits, depending on whose blood you have, but no follow up. No Greater Divine Blood. Now I know that our Greek God of Strength had to have a little more than just this feat for as the scion of Zeus, he’d only have a 3 resistance to electricity and sonic attacks.

The equipment section does a nice job of handling the bronze age. They convert things for us so that a copper piece is now a Bit and a Gold piece is a Drachma, Stater or Mina. It’s a good idea. They even include different values for trade goods, as well as a listing of appropriate weapons and armor.

For those wondering how magic works in this setting, Chapter Four, Spells, covers that a bit. It doesn’t provide any new systems mind you, just discusses how the various types, arcane and divine, are perceived in the world, as well as how the schools of arcane magic, are known. It then provides a recommended spell list with inappropriate spells marked in italics. This allows the GM to pretty much pick and choose what he wants his characters to have, even as the company dodges all responsibility for making a choice and sticking with it. That’s right, expect to see the gold old spells like Fireball and Vampiric Touch in a Greece no one imagined.

In terms of new magic, we have several new cleric domains. Each domain has the appropriate deity, granted power, and domain list spells. These include obvious ones like Archery for Apollo and Artemis, and appropriate ones like Underworld for Hades and Wine for Dionysus. The nice thing is that the spells are broken up by class, then level, and in the case of wizards, by school. This allows you to quickly scan the list and see what the spell does and then look up the spell itself for further clarification.

Most of these spells aren’t flashy. For example, Aid of the Wind, when an ally is carrying a ranged weapon, allows that ranged weapon to have double reach. Others, while not damaging like a fireball, are quite powerful. Take Divine Interference, a 7th level cleric spell that grants the target 10+ your level spell resistance against divine spells of gods other than your own. The wide range of spells provide a nice flavor for the setting, but because of the nature of D&D, most players are going to go for the ones that will be the most useful to them. Now a clever GM can easily use that against the players as many of these spells work well in many other campaign types but that goes against the grain of the party to punish them.

For those looking to augment themselves further with magic items, the book has you covered. This includes Lion-pelt Armor, a +1 hide armor that includes lower legs that are made into greaves to allow the user a bonus of +1 to hit and damage to the Horsemaster’s Ring, a gold band that provides a +8 bonus to several skill checks. Not everything is beneficial though as we have several cursed items like the Brooch of Divine Arrogance that makes its user immune to fear but makes him into an annoying ego.

One thing I enjoyed about this section is the material on artifacts. This includes the Aegis, the shield of Zeus with the face of the Medusa on it, as well as the Armor of Achilles and the Golden Fleece. Personally, I could see a whole chapter devoted to these items, but instead, I‘ll settle with the Thunderbolts of Zeus and the Winged Sandals of Hermes with the other goodies.

Now how do you use all this material? Well, there is a chapter on Campaigns. It provides ideas on how to use it. This includes terrain types common to the era and location, information on city-states, including their origin and what they organize about, cosmology, heroism, and other useful tidbits like Olympic Games.

Sometimes these details come with mini-systems to handle them. Like Heroism. In a Grecian campaign, you don’t want to attract the attention of the gods for being too good as it often results in punishment. To handle that, they have hubris. You gain hubris when succeeding in difficult tasks or for doing things that should be avoided, like comparing yourself to the gods or siding with one god against another. Each time you get a point, the GM gets to roll % dice and if he matches your HR rating, you get punished. The higher your HR when the roll is made, the worse the punishment.

One thing that’s different is that the follows of the gods can gain special abilities if they give up any granted domain powers. For example, those who follow Apollo have Perform as a class skill and get a bonus to either Heal checks or attack rolls when using a bow. The write ups for the gods here don’t follow the WoTC version with game stats, but rather, have background details, alignment, domains, favored weapon, and special ability.

In terms of monsters, the book mentions how they work in this campaign. This ranges from a few words like how Griffins are well known, to the origin of Hags, fallen nymphs.

For those worried about their character’s lives in a bronze age setting, they have an optional defense bonus. It provides a bonus based on level, and based on how good your base attack bonus is. Once again, this puts fighters and barbarians at the top of the mountain while clerics, rogues, monks, and the poor wizard strive to keep up.

Now due to the nature of many of the myths, the Monster Manual turns many unique creatures into members of a race. This book provides several more monsters as well as many unique creatures. For example, he have Cerberus, the unique three headed hound of Hades. However, we also have a generic, much less powerful version of Cerberus. This is great for those who’d like some examples of near epic monsters like the Medusa or just inspired by myth, like the Nemean Lions.

The book brings almost all things that you need to run an Olympus flavored game to life. However, unlike Excalibur, the time period here is much further removed from the baseline of standard D&D, which one could almost argue is Dark Ages in many places. Without the benefit of something like a campaign example or checklist, without benefit of predrawn maps, even example city states, the utility is a little less than that of Excalibur.

Having said that, if you’d like to run a standard D20 fantasy campaign with lots of elements of Olympus in your campaign, this is an excellent resource.
 

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Sword Sorcey Studios releases the next book in its Relics and Rituals series detailing Olympus. Capture the Golden Fleece. Sail between Scylla and Charybdis. Pit your strength against the Gorgons, or attempt to accomplish the Twelve Labors. Command the spells of Circe and Medea. Ascend to the lofty halls of Olympus, or trek deep into the lightless caverns of Hades. Carry the gods’ favor — and beware their curses. Play a beloved child of Zeus, a sacred huntress of Artemis, or a warrior born of the dragon’s tooth. Tread the hills and ply the seas of a Greece that never was, or infuse your own campaign world with the wonder and majesty of classical myth. All these options and more await you within the pages of Relics & Rituals: Olympus, a genre sourcebook that melds the classical heroism of Greek myth with the familiar d20 System ruleset. Suitable for any d20
 



Relics & Rituals: Olympus

Relics & Rituals: Olympus is the fourth book by Sword & Sorcery Studios to bear the name Relics & Ritals and the second such book to provide material for historical/mythical settings rather than for the Scarred Lands setting. The book provides a variety of character options and ideas for a fantasy campaign inspired by the legends of ancient Greece. Contributors to this volume include W. Jason Peck, Aaron Rosenberg (who, oddly, did Green Ronin's competing product Trojan War), Christina Styles, Christopher Kennedy, and Ethan Skemp.

A First Look

Relics & Rituals: Olympus is a 208 page hardbound book priced at $34.99.

The cover is a red-orange with an color picture of a pegasus-mounted warrior facing off with a chimera-mounted warrior.

The interior is black-and-white, with illustrations by John Bridges, Talon Dunning, Jeff Holt, Leif Jones, and Alex Sheikman. Talon Dunning continues to be one of my favorite artists in these sorts of books; here he provides some very nice sketches of the various races. On the other hand, Leif Jones style does not agree with me. While I have seen him do some decent scenes in some Necromancer Games adventures, his single figures seem unappealing to me, and his art is used to depict most of the prestige classes. There are a few topless female figures in the book (appropriate for the setting, but probably tempting the wrath of those divinities that preside over the d20 system trademark license.)

A Deeper Look

The first thing to note about this book is the general approach. The book does not start out with a declaration of races or classes to be excluded or a new selection of classes to replace those removed. Much like Relics & Rituals: Excalibur (as well as Green Ronin’s Egyptian Adventures: Hamunaptra, the general approach is not to drastically alter the D20 System fantasy assumptions to fit that of a mythic Grece era game, but rather, extracts concepts from the legends of the era for use with D20 System fantasy games.

The book is divided into six chapters. The first four cover various characters options, the fifth covers magic items, and the sixth is GM campaign advice and ideas. An appendix covers Olympian monsters.

Each of the character option chapters briefly covers the use of existing options before diving into the variety of new options.

The races chapter is fairly straightforward, introducing variants to existing races cast in a more mythic Grecian mold, and introducing a few new races.

The traditionally one-size-fits-all human receives a treatment that creates the possibility of assigning them a bit more specialized feel. You may select one of six city state archetypes like "warlike". Each of these archetypes replaces the "any" designation of the human race with a specific class, and the character receives ability score modifier emphasizing this archetype (for example, characters from a warlike city state have fighter as a favored class and receive a bonus to constitution and penalty to wisdom.

There are variants of all the standard D&D races. There are minor tweaks to the abilities of these races, as well as some flavor text fitting them in with the Olympian mythos.

Two brand new races are presented for PCs: the spartes and the faun. The faun is the classic goat-legged and horned humanoid, essentially a toned down PC version of the satyr. Fauns are good at negotiating rough terrain, and boos the potency of enchantment spells. Fauns have bard as a favored class, but would make decent sorcerers as well.

Spartes look essentially human, but are a race descended from the warriors who grew from the sown teeth of a dragon. Spartes are resilient but rash (like the warlike humans cited above.) They lack human traits, but suffer less severe penalties from exhaustion, have low light vision, weapon and shield proficiencies, and bonuses against fear.

The second chapter is related to classes. Unlike Relics and Rituals: Excalibur, there are no new core classes to be had here. A short section discusses the role, and some tweaks (mostly flavor, some mechanical) and recommended options for each of the game's core classes. The appropriateness of the core prestige classes is also discussed, though some explanations seem lenient.

There are 11 new Olympian-themed prestige classes. Many of these do not specifically depict figures in Greek myth, but extrapolate conventions from it.
-Anointed of Styx: Patterned after the idea of the rivers leading to the underworld and the invulnerability they granted to Achilles, the Annointed of Styx is a prestige class with abilities granting resilience in combat (rapid healing, damage reduction, natural AC bonuses, etc.) The drawback: an anointed who ever breaks an oath loses all of their special abilities.
-Blessed of Aeolus: This is a character blessed by Aeolus or one of the other four winds. The character is essentially rogue-like, but exchanges skills for a variety of wind and movement related abilities.
-Feral Maenad: These characters revere Dionysus in his aspect of the god of wild, drunken violence. The class receive slow continued divine spellcasting advancement (if the character was already a divine spellcaster), and bestial-themed class abilities, such as drunker rage and healing draught.
-Hadean Strider: This is a character who has learned dark secrets from traveling the land of the dead. Oddly, though elsewhere in the book, it discusses who undead are less prevalent in the setting, some class abilities of the hadean strider are explicitly useful against undead.
-Herald of the Sea: This is an archetypal "specialty priest" type class, with slowed divine casting advancement and several sea related ability, including the bonus domain herald of the sea.
-Master Pankratiast: This is a master of the Greek unarmed fighting sport pankration, which combines wrestling and boxing moves. The class has a number of abilities assisting them in unarmed combat (including monk style improved damage). They only have one good save, but have good base attack bonus progression.
-Olympic Paragon: This class is heavily athletic, with class abilities highlighting physical activities like swimming, climbing, running, and throwing.
-Palladian Defender: Primarily intended for clerics of Athena, it is said to be appropriate to other clerics of civic deities. The class has slowed divine spellcasting advancement and good attack advancement, and combat and defense related abilities.
-Promethian Magos: This class represents a sort of knowledgeable hermit. It has full spellcasting advancement and is most appropriate to arcane casters. The concept of the class plays off of the myth of the fire that Prometheus gave to man. This class relies on a primal flame that it must keep near it to use its abilities, which are primarily knowledge related. This flame is vulnerable to being dispelled, robbing the character of its special abilities.
-Sacred Huntress: This is another specialty priest type class, the classical chaste huntress follower of Artemis. The sacred huntress has slowed divine casting advancement and only medium attack progression, but has a stacked selection of class abilities related to hunting.
-Sun Chosen: A final specialty priest type class, the sun-chosen are followers of Apollo, with light and archery related abilities.

There are two all new skills (charioteering and prophecy) and a few new skill categories such as knowledge (philosophy). The charioteering skill provides a number of new tasks for the skill, and the character can use the skill in the place of ride for mounted feats for use with the chariot. The prophecy skill allows the character to interpret omens and reveal the future; the mechanics are passable, but aren't quite as slick as the prophecy rules in the Medieval Player's Manual. However, both new skills commit the cardinal sin of new skills: they do not list which existing classes have the skill as a class skill.

There are two new feat types. The Olympian feats are blessings of various Olympian deities; each major Olympian figure has one feat. They have some pretty stuff requirements, but offer some significant boons, usually some sort of bonus coupled with the choice of one ability per day from a list of abilities. The other new feat type is punishment, which usually replaces an Olympian feat if the character offends the gods.

As was mentioned in Green Ronin's Trojan War, use of coinage was not widespread. However, the system here tries less to emulate ancient greece, and primarily just provides flavor alternative names for coins. However, it does have one nice feat that does play to the fact of the matter in ancient Greece: in addition to currency, the book provides a list of common trade items and their value, which gives the GM a venue to handle economics in a manner a little more appropriate to the historical setting.

In addition to new spells, the spells chapter discusses the spellcasting classes and the role they play in an Olympian campaign. The book does not specifically recommend removing any spells, but it discusses some that you might consider, as well as other options to make characters feel a bit more like classical Greek heroes, such as having effects that appear, instead of springing from the casters hands, spring from the environment.

There are eight new domains, each one strongly associated with one or more of the Olympian deities: archery, artifice, beauty, marriage, moon, music, underworld, and wine. These domains are largely composed of new spells introduced in this chapter. To its credit, I feel that many of these domains do a better job realizing the concept than prior attempts and I plan to use some of them for non-Olympian deities. As examples, the moon domain has spells that allow a caster to walk on moonlight, or scry by viewing moonlight rather than a mirror or pool.

There are a wide variety of new spells, nearly 24 pages worth. As evocations and similar combat exclusive spells are not a part of Greek myth, there is a dearth of such spells here. Those who complain about the prevalence of combat exclusive spells in the game should find this collection refreshing. What combat effect that are here are primarily buffs and defenses, and many spells are based on effects seen in Greek myth. As a minor nitpick, some of the disguise style illusion spells herein are not identified as glamers.

Some spells from this chapter include:
-Adoration: This beauty domain spell (also available to bards and clerics) prevents a target from attacking you or taking any action to harm you.
-Artemis' Grace: This spell gives an insight bonus to ranged attack rolls and allows the target to ignore concealment miss chances.
-Gaean support: Provides stoneskin-like protection while in contact with the ground, transferring damage to the earth.
-Honest words: This marriage domain spell is an odd twist on the traditional zone of truth; it prevents two targets from lying, but only to each other.
-Know thy Master: Causes an object to twist out of the grasp of anyone but a designated wielder, offering penalties when trying to use it.
-Lunar Revelation: This moon domain spell acts like scrying, except it requires the user to be under the night sky instead of use a focus, and the target receives a save penalty if they are under the moon when the spell is cast.

Magic items are an aspect that not only a part of Greek myth, but greatly inspired by it. That said, Greek heroes pale next to the typical D&D hero when it comes to magical booty. The chapter discusses a number of approaches that the GM might take in such a game, either more traditional d20, or reserving magic to a few potent items. When they do exist, the book recommends that they have great history, but they give few specific recommendations (you might try Mystic Eye Games' Artificer's Handbook if you are interested in such a method.)

The layout of items is pretty typical for a d20 system product. Many of the items and qualities at the low end are things that might not be so overtly magic, such as the illustrated quality of decorated armor that can distract opponents. Of course, there are many items here right out of legends, some in the form of artifacts, such at the golden fleece and dragon's teeth that turn into Spartes.

The final chapter is entitled Campaigns, and provides GM advice and rules. The chapter discusses decisions facing a GM of such a campaign, such as if the GM plans to place a campaign amidst the time of legends and put them beside the heroes of myth. A good degree of the chapter is setting considerations, discussing how terrain is depicted, how to handle planes of existence, creating city-states, and possible uses of core monsters.

There are some variant rules and options to be had here as well, such as tracking character hubris, divine punishment, incarnations of nature, the Olympian deities, and class/level based defense bonuses (to compensate for the light armor in the setting.) In addition to the normal deity statistics, these deities offer a special ability that may be taken in place of domain abilities. It seems to me if you are playing the convention that there are no undead in the campaign to the hilt, the turn undead ability might be a more appropriate trade off, unless your goal is explicitly to depower the cleric.

An appendix offers a variety of creatures drawn from Greek myth such as nymphs, cyclops, and hag-like grey women, as well as unique creatures like Medusa and Cerberus.

Conclusions

Relics & Rituals: Olympus is a nice book for those who want to add elements of Greek myth into their game, such as by adding Greek regions to their worlds. The book is a little more Xena than The Illiad; those who are looking for a more authentic mythic Greek experience are well advised to seek out Green Ronin's Trojar War, though there are some aspects of this book that can be integrated into the campaign using Trojan War.

The races and spells chapters (in the latter, particularly the domains) strike me as the strongest and most likely to make it into my normal game. The prestige classes are a little weaker mechanically; the abilities are interesting, but the "all-or-half" approach to spellcaster progression tend to make the spellcasting prestige classes feel either a little strong or a little weak.

Overall, I am not quite as enamored with this book as Relics & Rituals: Excalibur, but it does have some nice materials for interested GMs.

Overall Grade: B

-Alan D. Kohler
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round

Relics & Rituals: Olympus is a Dungeons & Dragons supplement from Sword and Sorcery Studios. This is a 208-page black-and-white hardcover by W. Jason Peck, Aaron Rosenberg, and Christina Stiles. The cover art by Eric Polak depicts a warrior mounted on a pegasus facing off against a warrior mounted on a chimera. John Bridges, Talon Dunning, Jeff Holt, Leif Jones, and Alek Sheikman contribute to the interior art. Relics & Rituals: Olympus retails for $34.99.

I think I’ve mentioned this before, but my homebrew campaign utilizes ancient cultures, so I’m immensely happy to see products which provide material on said cultures. I was quite impressed by Sword & Sorcery’s treatment of Excalibur, so I naturally expected some great things from them on this topic as well. I only hope that they continue to produce products in this vein, dealing with real-world cultures and myths and legends.

Olympus, as you’ve probably guessed, takes your campaign back to the Bronze Age, more specifically to some of the most famous myths of the world. Indeed, there is arguably no ancient myth cycle that has so long persisted in the imaginations of so many. To the ancient Greeks, the world was a place full of magic, where the gods interacted with mortals on a regular basis, and where anything seemed possible. Olympus seeks to capture that feeling.

It may surprise the reader that the standard races as described in the Player’s Handbook (more or less) are offered in this setting. Elves, after all, are Norse or Celtic in origin, and half-orcs certainly have no place in Hellenic myth. Or do they? Here, dwarves claim a tie to Hephaestus, which is certainly not too much of a stretch. Similarly, the Selenauos elves (sea elves) consider Poseidon as their patron, while the Therian (wild) elves honor Artemis. Gnomes pay homage to Athena, half-elves are born of elf-human relations, half-orcs are the product of the union of humans and orcs (whose own origins are shrouded in mystery), and halflings claim a connection to the god Hermes. Two new races are also introduced; the faun and the spartes. Fauns are, as you’ve probably guessed, creations of Pan, while spartes are descendents of the original warriors that sprang from the teeth of the dragon sown by a great hero. The races themselves are changed in minor ways that suit the setting. Dwarves, for example, as craftsmen and minions of Hephaestus, gain a resistance to heat.

Perhaps even more strangely, all of the base classes have been nicely shoehorned into the setting as well. Even those with obviously foreign origin (such as the monk and the paladin) can find a niche with a few minor adjustments. Even the existing prestige classes fit in, with the exception of the eldritch knight (which simply has no Greek analogous, no matter how you try to twist it). There are no new base classes here, but there are a fair number of new prestige classes. The anointed of Styx describes a familiar figure of Greek myth, the hero who has been exposed to the waters of that river. The blessed of Aeolus are as much elemental as mortal, the feral maenad become as animals by night, and the Hadean strider walks the Underworld realm of Hades, serving as guide between life and death. A herald of the sea is a devoted servant of one of the many gods of the boundless ocean, the master pankratiast is an unarmed combatant par excellence, and the Olympic paragon is the quintessential athlete. Finally, we come upon the Palladian defender (champions of the gods of community), the Promethean magos (the archetypical “hermit of the mountain”), the sacred huntress (devoted of Artemis), and the sun-chosen (a priest empowered with the grace of Apollo).

Only a few skills have changed, such as the Craft (playwright) addition, which permits one to turn out engaging stage plays. Charioteer and Prophecy are new skills that would serve every bit as well in a typical D&D setting as much as a Bronze Age milieu. Olympus does offer some new feats, including Olympian feats and Punishment feats. Olympian feats are granted to personal champions of gods and goddesses of the campaign, where Punishment feats can be meted out to those whose displease their divine patron. There are also a few new general feats to help round out your character.

Olympus doesn’t offer much in the way of new weapons, but those suitable to the setting have been compiled into a single table for ease of reference. The same applies to armor, including rules for greaves and helmets. The equipment table has been likewise rebuilt. There are, however, a number of new spells, along with eight new domains (archery, artifice, beauty, marriage, moon, music, underworld, and wine). New magic items abound, and the magical item tables have been likewise recompiled to remove inappropriate items and to include new ones.

The last chapter in the book is on campaigns, running campaigns in a Hellenic setting. This includes a large variety of good info on everything from city-states to magical items to alternate deities. Cosmology, the Games, and the gods themselves are described, including domains, favored weapons, and granted powers. There are rules for hubris and divine punishment, and a discussion on what common D&D monsters might be found in a Hellenic setting (aside from the obvious). It’s easy enough to simply assume that not all spawn of the monstrous Echidna have been well-documented, but it’s even more fun to elevate certain beasts to legendary status, making them singular horrors to be faced down by heroes. Last, but certainly not least, an optional defense bonus system is offered to make combats a little less deadly in a setting where bronze armor represents the pinnacle of technology. An appendix presents a host of uniquely Grecian monsters to further add to the flavor of the campaign.

Critical Hit
Olympus does an excellent job of capturing the entire flavor of Greek myth without sacrificing any of the variety and playability that makes D&D such a great game. Instead of getting rid of the races and classes that didn’t fit the setting, they just adapted them to be more acceptable. Moreover, they did so in a way that retains the best of both worlds.

Critical Fumble
There’s nothing here that I would really consider a critical fumble, though I admit that I think I would like to have seen some stats for the legendary creatures of Greek myth, like the Minotaur, Medusa, and the Cretan bull. Several unique monsters are included, but a few of the better known ones have been missed, and I’d like to have seen Sword & Sorcery’s take on them. A few of the better known Greek heroes wouldn’t have been a bad thing, either.

Coup de Grace
Like Relics & Rituals: Excalibur, this book takes a mythical setting and adapts the D&D rules to that milieu, making it imminently playable and at the same time, familiar. It does that extremely well, and I highly recommend this work for anyone with an interest in Greek mythology and the possibility of role-playing in such an environment. It’s not slavishly adherent to myth or history, but at the same time, it’s close enough to keep the feel of the setting without sacrificing playability. And from here, it’s easy enough to drop all of the non-human races and simply play it straight, if such is your desire.

Most of the book not already covered as Product Identity by the OGC are designated Open Game Content, The exceptions are the names and descriptions of the fauns, the two elven subraces, and the spartes. The artwork is mostly good, though a few pieces really leave a little to be desired. I’m not overly fond of the margins, however. They seem a little larger than standard. I should also point out that a few of the pieces of artwork contain nudity, and this may be offensive to some.

Final Grade: B+
 

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