Sacred Ground

Simon Collins

Explorer
This is not a playtest review.
Beware! This review contains spoilers.

Sacred Ground is a sourcebook of holy sites from Atlas Games.

Sacred Ground is a 112-page mono softcover product costing $19.95. There is minimal wasted space and the art is used well to illustrate the text, though it is a little sparse and somewhat gloomy at times. The maps are well designed, and keyed and scaled to a 5 feet grid, though the large size of the buildings coupled with the grid size tends to lead to a lack of detail. The writing style is literate and engaging and editing seems fine.

Each of the four sites is laid out to a standard template beginning with a summary of the site's history, purpose and inner conflicts. Following is advice on the placement of the site in your campaign, description (concentrating on motivations) and full stats for NPCs, and a physical description of the site (including traps, magical protections and treasure such as magical items). The section finishes with some adventure seeds and ideas for modifying the site by altering the basic concepts of the site, from minor twists on the theme to a radical change to help suit your campaign.

The four sites described are as follows:

1. Gabriel's Aerie is a floating island dedicated to a new elemental deity, The Four Winds. The volatile patriarch of the temple and his vengeful ex-lover take centre-stage in the floating island's description but there are a wealth of sidebars providing information on The Four Winds elemental deity, a new domain (Sky), random aerial creatures that might be found in the vicinity, a couple of minor artifacts and wondrous items and new rules for piloting an airframe, a basic version of a hang-glider that the priests use for entertainment purposes.

2. Summer's Barrow is aptly named, for it houses the body of the Summer God, who dies every autumn. Come spring, a willing "Sacrifice" must enter the Underworld to bring the Summer God once more to the world. In summer the barrow is nearly deserted, whilst in winter the area is well protected by temple guards. The guards and priests serve two purposes - firstly, to keep away those that desire to use the temporarily dead god's body for arcane purposes (a sidebar lists the possibilities and are reminiscent of the uses of a dead god from Malhavoc's Requiem For A God). Secondly, they must also defend the sanctuary from incursions of undead that have emerged from The Underworld portal at the nadir of the barrow. Other sidebars give details on The Summer God, a new domain (Summer), and suggested modifiers for combat in the curving walls of the maze that lies at the centre of the barrow.

3. Necropolis is a temple to a lawful neutral god of death, known as the Judge of the Dead. At the centre of the temple lies the well-protected Well Of Souls, a portal to the realm of the Judge of the Dead, who judges souls after death. The site is a hotbed of internal politics, muddied by the existence of an infiltrator who plans to recreate the disaster that once corrupted the island on which the temple lies, by misusing the powers of the Well of Souls. The section also contains interesting sidebars on a new magical material, Grave Steel, which lessens the cost for crafting weapons with the special quality bane (undead), and a poisonous small plant, the Lich Lichen, which has a negative energy attack. Further sidebars detail the Judge of the Dead and a new domain, Judgement.

4. Retreat Of The Warrior Saint is a martial temple dedicated to reverence of a new deity, The Warrior Saint. The priests and monks are quietly renowned for their martial training and the temple could serve as a training facility for combat-oriented PCs. However, the specialty of the training school is the use of common tools, such as rakes or hoes, as weapons. These tools-as-weapons are described in a sidebar, along with a couple of new feats that improve defence when fighting with allies.

An index at the end is split into sections covering community and NPC stats, the 10 new magic items, 3 new feats, deities and domains, and other miscellany.

The High Points:
I found the first three locations to be creative and unusual. The 'site' concept, presented in sections describing the different components, along with the advice on campaign integration, makes all the locations eminently useable and some of the concepts beg to be expanded into a larger campaign setting - always a good sign to my mind. The sidebar/sectioned-index approach makes grabbing crunchy bits out of the book relatively easy for use outside the sites themselves. The NPCs are given personality and depth, and their relationships with other NPCs are importantly described, allowing options for political-style roleplaying. The NPC stats also seem solid.

The Low Points:
I just didn't find the final location as creative and interesting as the first three - a training school for using garden implements as weapons didn't quite live up to the floating island, dead god, or well of souls. I also found the hang-gliders a bit anachronistic in Gabriel's Aerie.

Conclusion:
An interesting and well-written accessory that lives up to the quality of Seven Cities and Seven Strongholds, whilst still providing a format that makes it easy to integrate the sites into a campaign, or take from them the stuff that interests you for use elsewhere in your campaign. Though the last location was a little lacklustre, and you get three less locations compared to Seven Cities and Seven Strongholds for only $1-2 less, there is still plenty to admire in the creativity, depth and solidity of the four sites in Sacred Ground.
 

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Not with slow, funereal sound
Come we to this sacred ground;
But with the trumpets' blare
And shot-torn battle-banners flung to air,
As for a victory!

-- Thomas Bailey Aldrich

Continuing in the tradition of Seven Strongholds and Seven Cities, Sacred Ground presents four plug-and-play holy sites useful as PC home bases, as adventure settings, or as lairs for the characters' next adversary. It features:

Gabriel's Aerie: A small, verdant island of earth floats one mile above the surface of the world, supporting a temple dedicated to the myriad spirits of wind and air. Its marble domes shine resplendently in the sunlight, and winged creatures drift lazily around the temple on warm air currents, while temple priests don membranous frames -- artificial wings -- in order to join them.

Retreat of the Warrior Saint: The oldest surviving temple to the Warrior Saint - a minor deity who once led the common people against their oppressor -- is a training school for those who would learn to fight against tyranny by using common tools and their own bodies.

Summer's Barrow: Each autumn, the Summer God comes to a secret location and dies, his body lying in a massive burial mound guarded by his faithful until his spirit returns to re-animate it in spring.

The Necropolis: A vast, barren necropolis island is maintained by the Order of the White Rose -- servants of the god of death. These priests must carefully weigh every decision to raise or resurrect a mortal who dies within their purview.
 

Sacred Ground

Every now and again it is good to grab one of those older d20 books that I have really enjoyed and write about it. D20 games have been coming out for almost five years now and with thousands of titles it is easy to miss a few of the better ones. The message boards and other places where role playing games are discussed to death usually do a nice job of not missing the good ones, but even they let a few slip by. The first one is going to be a book by Atlas called Sacred Ground.

Sacred Ground is a sourcebook of holy sites. Atlas Games put it out about two years ago. Atlas unfortunately no longer writes d20 books but they do have Unknown Armies and Feng Shui, two lesser known but highly respected games. Sacred Ground is a softbound book with one hundred and ten pages. The layout is a little loose but the art is good and book is well organized. It has an index of all the d20 rules. The rules are for the 3.0 game but it is really the ideas in the book that make it good. The rules though are easy to convert and should not cause any problems.

Sacred Grounds is actually half a book. There is a Sacred Grounds 2 that has even more Holy Sites and I may choose to review that one later as I like it as well. It is one of the few books I bought based only on the quality of the first one. There are four different holy sites presented. Each has a god associated with and they are really out of the way and hard to get to. These are the places that people have pilgrimages to. The four sites I found easy to use and placed them all in my own campaign world. My players only managed to make it to two of the places, but they worked out well and I felt confident that just mentioning them as places to go added to the game.

The first place is Gabriel’s Aerie. It is a floating island and it depicted on the cover which happens to be a great picture by Steven Sanders. It is filled with people and creatures that fly. The many humans who live there even build rudimentary flying devices like hot air balloons and gliders. The place though has an enemy that wants to destroy the place of course. It really opens up some great encounters in the sky miles above the ground.

Summer Barrow is the resting place of the Summer god when winter comes. Only it is more then that for there is a secret of the Summer God here and it is very well hidden and guarded. The Summer Burrow is an interesting take on the god of Summer since the god dies each year in the autumn and is reborn again ever spring. This is the place that he does it and his body is protected in the winter against enemies.

The Necropolis is the island temple to the Judge, anon evil god of Death. The Judge judges all souls and places them in the appropriate afterlife. The priests are against the unlawful resurrections that run rampant but at the same time carefully watch for souls that have died before their time. There is a great artifact here called the well of souls, it is the gateway that the souls leave our world and get to the Judge. I found this temple fit in very well with the Purgatory PDF Mongoose put out.

The final one is the one I got the most use out of. It is the retreat of the Warrior Saint. The Warrior Saint is a god for the common folk and he will lead them to over through tyranny when it oppresses them. It is a training place for monks but also of really anyone but it has a typical monk training regiment. It teaches people to use common tools and their own bodies to fight. It became a good place for NPCs looking out for the serfs and trying to free the slaves of the regions. They were a good ally and sanctuary for the player characters.

Sacred Ground is filled with ideas. Each of the four places has interesting gods, there are a few new domains and feats as well as magical items. But the ideas of the places, the descriptions, the information on hierarchy and NPCs is really the greatness of the book.
 

Nice review :); I also liked the book very much, especially the Summer Barrow, which reminds me of several real world legends.

Just a note to Atlas Games: when I hear their name, I first think of Ars Magica ;).
 

Ya, Ars MAgica is the one known, but I like to mention other things as well. And Sacred Ground 2 is also a good book, I may get time to review it one day.
 

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