By Duane Nutley, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
Requiem for a God is the first in a new series of sourcebooks from Malhavoc Press that Monte Cook, author of this book, styles “event books”. Requiem for a God is a 66 page pdf available from RPGnow normally for $9.00.
First Blood
Requiem for a Godis the first in a new series of sourcebooks by Malhavoc Press known as “Event Books”. Each event book will look at an occurrence that has drastic repercussions on the world that the campaign is based. The first event book looks at what happens when an undying being actually ceases to exist and the consequences of such an occurrence. The pdf is fully black and white, apart from the front and back covers, thus making it nice and printer friendly without needing to have two pdfs within the one zip file. In total you get 60 pages of text, two of which are full-page artwork of reasonable quality. Before looking at the book in further depth, a synopsis of the chapters and what they contain will be looked at.
The Introduction touches on what an event book is, has a brief overview of the chapters, different ways a deity can die, what the book is not and how to use the book. The first chapter, Preparing for the Event, looks at how to prepare the campaign for the event. This chapter introduces checklists that help a GM in ensuring they have covered all aspects of the death. Other points looked at include: which deity to choose to die, what about if multiple gods die, the cause of death, the death site, the remains (godsblood and godsflesh) and briefly how to resurrect a deity or an undead deity. Chapter two is entitled, “Integrating the Event,” and takes a look at various options a GM has in involving the party with the event. Also looks at the changes to religion due to the loss of a portfolio, the changes to society and the changes to the universe. Two new societies, the Cabal of the Dirge and the Memento Mori are introduced in this chapter and are of course at opposing extremes as to what to do with the remains of gods. Side effects and by-products (energy wells, loosed divinity, divinity sparks, godsblood and godsflesh) of a deity death are examined in detail. Chapter three contains four prestige classes: one prestige class for each of the new societies introduced in this event book, one class who looses faith with all deities, but are able to perform divine abilities by using loosed divinity, and the last prestige class specialises in the study of dead deities. Chapter four contains 12 new feats, all under the category of Godsblood. Anyone is eligible to take these feats IF they have ingested godsblood or anointed themselves with godsblood. Chapter five looks at new spells, both divine and arcane, 34 in number, that are useful in a campaign where gods have died. Some of the spells are limited in use as they are useable only for a certain amount of time after a deity dies. Chapter six looks at magic items, including some minor and major artifacts. Chapter seven contains new monsters: one that feasts on loosed divinity and can be found at the death site of a deity, a construct created from godsflesh, an incorporeal undead and a template. None of these monsters can be used if no deity died in a campaign. The last chapter contains seven adventure hooks revolving around the death of a deity. Sample NPCs are detailed for those hooks requiring them.
The first two chapters contain the most information for those GMs wondering how to incorporate the death of a deity or multiple deities into their campaign. The subsequent chapters, from prestige classes to monsters, are the almost obligatory sections of any sourcebook, but they can only be used if at least one deity has died at some point during the history of the world that the campaign is based. The checklists help assist a GM in what to remember and to determine with a deity death. It would have helped to have all the checklists in one place as an appendix, so that a GM could print out the pages required and use it as an actual checklist.
Even though a deity dies doesn’t mean that it is erased from the universe. A demiurge, the permanent imprint of a deity upon the universe, always remains, even after the death of a god. It is up to the GM how large a role a demiurge plays. Spells allow spellcasters to “talk” to a dead god or even summon up the spectre of the divine. The by-products of a dead god also play a role – godsblood, godsflesh, loosed divinity and divinity sparks can affect mortals who encounter them. The effects of deity death are of course most harshly felt by the deity’s clerics and worshippers. As soon as a deity dies, a cleric of that god loses access to all their spells. A GM can take this further and have all magic items created by clerics of that deity destroyed or long-standing spells suddenly fail. Worshippers are left to wonder what will happen to them when they die and whom can they turn to in this world for help? This is of course easily understood, but what I would have liked to have seen addressed by the sourcebook is what are the long-term effects of the sudden loss of a portfolio or until such time as another immortal takes over that portfolio. By this I mean if a deity of inspiration and invention dies, does this mean that no one will create a new product or adapt an existing item into a new one until the portfolio is taken up by another deity? What happens to arcane spellcasters if the deity of magic dies? This has not been addressed in the book and I think this would have been worthwhile looking at, especially for the magic portfolio. Not only do clerics of that deity lose their spells, but all arcane spellcasters lose their spells and what about creatures with spell-like abilities? Do they lose their abilities? What about magic items or existing spells? A GM can decide these for themselves, but this is the whole premise of the book, as a GM can look at all the ideas raised in the book by themselves without needing the book. The author does look in slight detail at something related to this: the effects of loosed divinity around the site of the death. The effects depend upon the domains of the deity and will only occur around the immediate vicinity of the death site. These could be introduced campaign-wide, but that is up to the GM.
The disaffected prestige class could easily be used in any campaign for those who lose their faith, as long as a substitute for loosed divinity can be found. I do have issues with the class though. It is unclear whether to regain cleric abilities they have to do just one ritual or multiple? Also fighter BAB, half spellcasting progression, two good saves, d8 HD and 4 skill points seems a too much for me and overpowered. Harvester of the divine also seems overpowered when they get all the class abilities and all they have to do is visit the site of a deity’s death. If they had partaken of godsblood, loosed divinity or a divine spark, then I could understand the abilities, but otherwise I could just sneak up to a deity’s deathsite, evade the guards, walk around and then meet the requirements for the class. Usually I do not have a problem with the classes Monte Cook creates, but these I think require a bit more thought into them.
Critical Hits
Requiem for a God is a great sourcebook for those who like what ifs. For those left wondering how to incorporate Birthright themes or Time of Troubles this book is a (dare I say it?) “god-send”. Nearly everything has been thought of and the addition of new spells, magic items, feats, foes and classes for players to use or GMs to hinder the party are appropriate for the event.
Critical Misses
As outlined earlier, I think the author should have dedicated a number of pages looking at the effects upon the world as a whole when a portfolio from a deity is lost. I know I would not have minded having extra pages to cover all the portfolios covered in the PHB. Also the classes do not seem to be up to Monte’s best.
Coup de Grace
If Requiem for a God is anything to go by, the entire event book series will be one I will be eagerly looking for in either pdf or print. The sourcebook can be slotted into an existing campaign, be the basis of a new campaign revolving around the death of a deity or just fit into the background of any campaign.
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