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Requiem for a God
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<blockquote data-quote="Simon Collins" data-source="post: 2009706" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>Requiem For A God is a 3.99 MB .pdf coming in at $7 (which I believe has been recently released as a 64-page paper module for $12.95). The reduced use of colour compared to previous Malhavoc products will be a welcome ink-saver for your printer. I found the font size a bit small for the quotes in italic at the beginning of each chapter and in some of the (unbordered) sidebars. The mono art is generally of a very high standard as is the colour 'front cover' showing a dead god's grieving mourners under a blood-red sky. The writing style is intelligent and thought-provoking and editing seems good.</p><p></p><p>The introduction begins with an explanation of the format of the book - a new type to the d20 market, an Event Book. An Event Book is essentially a major event that occurs in a campaign setting that explores the ramifications of that event. In this book's case, it's the death of one of the deities of the setting. The introduction also discusses in what manner a god might die and explains that the book is not an adventure (though there are adventure ideas given).</p><p></p><p>Chapter One: Preparing For The Event</p><p>This chapter looks at some of the things the GM needs to think about before creating the death of the god. The book presumes the existence of a Demiurge, a spiritual manifestation of the deity on the material plane, which can exist in muted/shattered form after a god's death. There is advice given in regard to the power and portfolio of the dead deity in relation to the effect on the campaign setting, ideas on the manner of death, and the influence of the remains of the dead god (introducing the concepts of godsflesh and godsblood which influence concepts later in the book). There are also ideas for the consequences of the hard task of resurrecting a god and even an undead god.</p><p></p><p>Chapter Two: Integrating The Event</p><p>This chapter begins with seven ideas for introducing the death of a deity into your campaign. It then gives advice and ideas on the impact the event will have on the deity's worshippers and clergy. It then takes these ideas a step further by looking at the changes to society as a whole, perhaps the attempt of other religions to garner new worshippers from the dead religion. There is also a sidebar detailing some options to the changes on existing spell effects such as magic items imbued with the deity's power. The chapter then details two organisations that focus on dead deities - the Cabal of the Dirge (who aim to protect the sites that hold dead gods' remains), and Memento Mori (who attempt to collect information and artifacts related to dead gods). Both organisations have groups within the organisation, an important NPC is stated out and described for each, and there is advice for integrating the organisation into your campaign. The chapter then goes a step further again - to discuss the death's effect on the universe. The loss of the god's portfolio and replacing the god with various options is given. The chapter then discusses the effects of the loosed power of divinity for each of the domains the god might have held - the death of a god with the Earth domain may result in massive earthquakes or an increase in the hardness of stone for a year, for example. Some of this loosed divinity may coagulate into balls of energy known as divinity sparks. Divinity sparks can be used in a variety of ways (such as fuelling XP when creating magic items). More powerful resources of the dead god's loosed divinity may reside in energy wells, dangerous gates of energy whose power is hard to make use of. The chapter ends with further details of godsblood and godsflesh - the earthly remains of dead gods, which can be used to gain various magical powers.</p><p></p><p>Chapter Three: Prestige Classes</p><p>Four prestige classes related to dead gods:</p><p>* The Disaffected - ex-clerics of a dead god who use loosed divinity to keep a tenuous hold</p><p>on their social standing and divine powers. They gain a Fighter's BAB and various class features designed to help them maintain their ruse.</p><p>* Harvester Of Divinity - investigators often used by the Memento Mori organisation discussed in Chapter Two. Specialists in finding and using loosed divinity.</p><p>* Necrotheologist - a student of dead gods who has at some point imbibed godsblood, with an affinity for the past and an ability to speak with the spirits of dead gods.</p><p>* Threnody - a secret group within the Cabal of the Dirge organisation discussed in Chapter Two. A cross between a fighter, bard, and necromancer with a respect for death to the point of ensuring dead gods stay dead.</p><p></p><p>Chapter Four: Godsblood Feats</p><p>Twelve supernatural feats that can only be gained by imbibing an infusion of godsblood. Generally used to enhance the power of spells, weapons, and abilities. Examples include Spell Enhancement (like Empower Spell but at no level cost) and Godstrike (increases weapon damage).</p><p></p><p>Chapter Five: Spells</p><p>Thirty four spells related to dead gods such as Call Spectre of the Divine, Channel Energy Well, Detect Godsflesh, and Wrath of the Demiurge.</p><p></p><p>Chapter Six: Magic Items</p><p>Various magic items, artifacts, and special abilities based on aspects previously discussed such as godsflesh, godsblood, and loosed divinity.</p><p></p><p>Chapter Seven: Monsters</p><p>Three monsters and a template designed to integrate with the concept of the death of a god:</p><p>* Divinity Parasite - CR 6 parasite that feeds on the remains of dead gods.</p><p>* Godflesh Golem - CR 16 built from the remains of a dead god and infused with loosed divinity.</p><p>* Spectre of the Divine - CR 8 Undead which are small fractions of a dead god's spirit that haunt the site of the deity's death.</p><p>* Divinely Infused Creature Template - gains elemental resistance, spell resistance, and damage reduction. The creature becomes a magical beast (cannot be used on constructs or plants). Two specific examples, a CR 4 Divinely Infused (and variant Evil) Unicorn are given.</p><p></p><p>Chapter Eight: Adventures</p><p>Seven adventure ideas are covered over four or five paragraphs each. Levels range from 2nd to 15+ and include ideas from a frantic search for godsblood to helping decide who should take over the dead gods role in the campaign setting - the dead god's nemesis or his previously unknown daughter with a strange secret.</p><p></p><p>Conclusion:</p><p>I liked the concept of the event book and the way the author carried off the format - giving lots of ideas and options to the GM in introducing the concept of a dead god. This allows the GM to choose anything from a minor adventure related to the remains of a long-gone dead god to world-shattering pantheonic wars, without restricting the GM too much to fit within the confines of an author's a priori concepts. This is obviously the way to go for future successful d20 products as it reaches (and is more useful to) a wider audience.</p><p></p><p>Having said that, the idea of godsblood and godsflesh does presume the GM is happy with the concept of having a physical manifestation of a god in the campaign world, and the concepts of godsblood and godsflesh underlie many of the new rules (prestige classes, feats, spells, and monsters) presented in the book. And also, of course, it presumes that the GM wants the influence of the death of a god pervading his campaign world. This limits the generic appeal created by the format, and I look forward to the Events concept and format being used for other themes.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2009706, member: 9860"] This is not a playtest review. Requiem For A God is a 3.99 MB .pdf coming in at $7 (which I believe has been recently released as a 64-page paper module for $12.95). The reduced use of colour compared to previous Malhavoc products will be a welcome ink-saver for your printer. I found the font size a bit small for the quotes in italic at the beginning of each chapter and in some of the (unbordered) sidebars. The mono art is generally of a very high standard as is the colour 'front cover' showing a dead god's grieving mourners under a blood-red sky. The writing style is intelligent and thought-provoking and editing seems good. The introduction begins with an explanation of the format of the book - a new type to the d20 market, an Event Book. An Event Book is essentially a major event that occurs in a campaign setting that explores the ramifications of that event. In this book's case, it's the death of one of the deities of the setting. The introduction also discusses in what manner a god might die and explains that the book is not an adventure (though there are adventure ideas given). Chapter One: Preparing For The Event This chapter looks at some of the things the GM needs to think about before creating the death of the god. The book presumes the existence of a Demiurge, a spiritual manifestation of the deity on the material plane, which can exist in muted/shattered form after a god's death. There is advice given in regard to the power and portfolio of the dead deity in relation to the effect on the campaign setting, ideas on the manner of death, and the influence of the remains of the dead god (introducing the concepts of godsflesh and godsblood which influence concepts later in the book). There are also ideas for the consequences of the hard task of resurrecting a god and even an undead god. Chapter Two: Integrating The Event This chapter begins with seven ideas for introducing the death of a deity into your campaign. It then gives advice and ideas on the impact the event will have on the deity's worshippers and clergy. It then takes these ideas a step further by looking at the changes to society as a whole, perhaps the attempt of other religions to garner new worshippers from the dead religion. There is also a sidebar detailing some options to the changes on existing spell effects such as magic items imbued with the deity's power. The chapter then details two organisations that focus on dead deities - the Cabal of the Dirge (who aim to protect the sites that hold dead gods' remains), and Memento Mori (who attempt to collect information and artifacts related to dead gods). Both organisations have groups within the organisation, an important NPC is stated out and described for each, and there is advice for integrating the organisation into your campaign. The chapter then goes a step further again - to discuss the death's effect on the universe. The loss of the god's portfolio and replacing the god with various options is given. The chapter then discusses the effects of the loosed power of divinity for each of the domains the god might have held - the death of a god with the Earth domain may result in massive earthquakes or an increase in the hardness of stone for a year, for example. Some of this loosed divinity may coagulate into balls of energy known as divinity sparks. Divinity sparks can be used in a variety of ways (such as fuelling XP when creating magic items). More powerful resources of the dead god's loosed divinity may reside in energy wells, dangerous gates of energy whose power is hard to make use of. The chapter ends with further details of godsblood and godsflesh - the earthly remains of dead gods, which can be used to gain various magical powers. Chapter Three: Prestige Classes Four prestige classes related to dead gods: * The Disaffected - ex-clerics of a dead god who use loosed divinity to keep a tenuous hold on their social standing and divine powers. They gain a Fighter's BAB and various class features designed to help them maintain their ruse. * Harvester Of Divinity - investigators often used by the Memento Mori organisation discussed in Chapter Two. Specialists in finding and using loosed divinity. * Necrotheologist - a student of dead gods who has at some point imbibed godsblood, with an affinity for the past and an ability to speak with the spirits of dead gods. * Threnody - a secret group within the Cabal of the Dirge organisation discussed in Chapter Two. A cross between a fighter, bard, and necromancer with a respect for death to the point of ensuring dead gods stay dead. Chapter Four: Godsblood Feats Twelve supernatural feats that can only be gained by imbibing an infusion of godsblood. Generally used to enhance the power of spells, weapons, and abilities. Examples include Spell Enhancement (like Empower Spell but at no level cost) and Godstrike (increases weapon damage). Chapter Five: Spells Thirty four spells related to dead gods such as Call Spectre of the Divine, Channel Energy Well, Detect Godsflesh, and Wrath of the Demiurge. Chapter Six: Magic Items Various magic items, artifacts, and special abilities based on aspects previously discussed such as godsflesh, godsblood, and loosed divinity. Chapter Seven: Monsters Three monsters and a template designed to integrate with the concept of the death of a god: * Divinity Parasite - CR 6 parasite that feeds on the remains of dead gods. * Godflesh Golem - CR 16 built from the remains of a dead god and infused with loosed divinity. * Spectre of the Divine - CR 8 Undead which are small fractions of a dead god's spirit that haunt the site of the deity's death. * Divinely Infused Creature Template - gains elemental resistance, spell resistance, and damage reduction. The creature becomes a magical beast (cannot be used on constructs or plants). Two specific examples, a CR 4 Divinely Infused (and variant Evil) Unicorn are given. Chapter Eight: Adventures Seven adventure ideas are covered over four or five paragraphs each. Levels range from 2nd to 15+ and include ideas from a frantic search for godsblood to helping decide who should take over the dead gods role in the campaign setting - the dead god's nemesis or his previously unknown daughter with a strange secret. Conclusion: I liked the concept of the event book and the way the author carried off the format - giving lots of ideas and options to the GM in introducing the concept of a dead god. This allows the GM to choose anything from a minor adventure related to the remains of a long-gone dead god to world-shattering pantheonic wars, without restricting the GM too much to fit within the confines of an author's a priori concepts. This is obviously the way to go for future successful d20 products as it reaches (and is more useful to) a wider audience. Having said that, the idea of godsblood and godsflesh does presume the GM is happy with the concept of having a physical manifestation of a god in the campaign world, and the concepts of godsblood and godsflesh underlie many of the new rules (prestige classes, feats, spells, and monsters) presented in the book. And also, of course, it presumes that the GM wants the influence of the death of a god pervading his campaign world. This limits the generic appeal created by the format, and I look forward to the Events concept and format being used for other themes. [/QUOTE]
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