Scarred Lands: Ghelspad

One of the main battlefields of the Divine War fought between gods and titans, the continent of Ghelspad lies shattered by the conflict. Nations re-emerge to reclaim the scarred continent, yet so much of the ancient land remains to be rediscovered. Ghelspad holds the ruins of civilizations destroyed in the Divine War, geography transformed by the struggles of the gods, and no end of treasures and perils for those who would dare find them. This hardcover campaign world book is the definitive guide to this vast and dangerous land first described in Creature Collection and Relics & Rituals.

This region sourcebook for the Scarred Lands can also be dropped into any fantasy campaign.
 

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I might introduce a brand new way to judge a book for Ghelspad. The little brother test. Only this brother isn't so little any more, he'd gone away to University for a year where he kept on roleplaying but had managed to stay more or less away from the d20 phenomena. So, when presented with a table laden with recent d20 releases, and I do mean laden, which of the myriad of books do you suppose this errant roleplayer picks up first? Well yes. Of course, you've guessed, it was Ghelspad. I have to admit that the appearance of the book is insidiously striking. It tosses any claims of oxymoron out of the window. The book's hardbound 250 pages and the cover is a bold colour map surrounded by the cracked and scarred earth that frames all Scarred Lands protects. It appeals to the map geeks among us, it appeals to those of us who like their RPGs to be mighty tomes worthy of bashing players around the head with and it appeals first to the eye and then to the brain as you focus in on the details. It's sneaky.

Let us not judge a book by its cover. Let us judge it by its contents.

The Scarred Lands have been coming along since October 2000, ever since the Creature Collection beat the official Monster Manual to the shelves and did so while looking like an official book and with the words "Core Rulebook" on the front cover. For all it's sly swiftness, though, the Creature Collection wasn't that great a book and I'm afraid it put people off the Scarred Lands. It wasn't later until the likes of Gods and Titans and the Warrens of the Ratmen that the campaign world began to show its brilliance. Except, not really, the Scarred Lands campaign world couldn't really shine because in all this time it hadn't been published. We'd been offered up juicy titbits here and there, we'd be carefully teased by Sword and Sorcery Studios and we were left to fill in the blanks. Ghelspad changes all of that.

The Ghelspad book is a campaign setting in the purest definition. If you want to know about the history of the world – then you'll find it here. If you want extra spells that some ultra obscure cult, in the all but unreachable corner of the world sometimes, practises when the moon is full – then you'll not find it here. Why some campaign settings go from strength to strength through a constant stream of the latter will always be a mystery to me. Actually, there are 15 pages of prestige classes tucked away at the end of the book (although the last actual content is a black and white map of the world and the very last pages are adverts for White Wolf, the parent company). Prestige Classes have quickly become the most widely churned out and abused game mechanic of the d20 rules, they're thrown into books with little regard and in Ghelspad that's true to a small extent. In the book's defence many of these prestige classes are referred to often enough in the main text of the book and in areas of suitable importance or campaign likely inspiration that their inclusion is warranted.

The history of what is now called Ghelspad has easily been eventful enough to create these eight prestige classes. The history of Ghelspad, as offered by this tome, could easily have created eight hundred prestige classes. The super brief background to the Scarred Lands is that the (nearly) all powerful Titans ruled the land in their own alien way, tormenting the mortal races to their own flavour of morbid interest until the Gods, the children of the Titans, rose up in protested, warred against them – roping the mankind, the elves, the dwarves and the other races in for the ride – and finally subdued them. The war against the titans didn't happen at the dawn of time, this war occurred a few hundred years ago. Apocalypse meets creation myth. Ghelspad doesn't content itself to cover only the period of time after the Divine War, instead it finds the space to cover the rule of each and every individual titan and then the rise and fall of every empire since their time. With empires come calendars, languages, alliances, betrayals, histories and legacies and because the book does nothing else but examine past and present Ghelspad the book finds the space to detail all of the above.

There are some nice touches in the history and uber-world setting. Forgive me for being cynical but there are some nice fast ones too. The moons, for example; I hadn't noticed before (perhaps I'm a lazy reader) but there are two moons above the Scarred Lands. If you hadn't noticed before then don't worry; it's unlucky to mention the second moon and so that's why it might have escaped your attention. If you must make reference to it then "Forbidden Orb" will suffice. I don't care if I've been lazy and missed the two moons before, I don't care whether the authors have pulled a sly one, I just love that touch.

The geography of the Scarred Lands is as impressive as the history and wisely enough the two are often tied together. When the titans were banished their bodies crashed to earth, fell into the ocean, were dissolved in the ether of magic or were otherwise incapacitated and it's the presence of this "corruption" which scars the land so. The history of the Scarred Lands is directly related to its geography. More than that, though, even after the Divine War the geography continued to make itself known – such as during the Blood Monsoon when the titan blood tainted waters of the Blood Sea (yes, it's red) poured for a dozen years onto the land, flooded swamps and rivers with its presence and finally came to a halt the very day a once mighty dwarf tower finally succumb to the erosion and crashed down from the cliffs.

The vast majority of the book is devoted to the here and now of Ghelspad; the Ghelspad in which most of you are likely to be running your campaigns. It's all divided into chapters, you have the nations of Ghelspad, then the city states (even those like Mithral and Hollowfaust that already have their own detailed books) and important but otherwise miscellaneous places. Places have their own histories, their own cultures and people. Cities come with maps. Families, nations and city-states have their heraldic symbols on display for your education. There is flora and fauna, resources, languages and of course, as vital to the Scarred Lands, areas have their religions too. In a world where the gods take an active interest, in a world where prayers are answered nearly as routinely (if rather subtly) as they're made, religion is of utmost importance.

There's no getting around it. Ghelspad is a wealth of detail and precision. The hardback book is also extremely fairly priced.

There's no getting around it. Ghelspad struggles to fight off the school textbook image to no small degree. If you intend to sit down and read it from cover to cover then you're going to struggle unless you're the world's biggest Scarred Lands fan or a Campaign World specialist. The book wasn't designed for that though, I don't think. The book allows you to flick through the opening the pages, the history of the world and then move to the area of land which interests you the most. Ghelspad isn't all of the Scarred Lands either. Ghelspad is just a large collection of land in the Scarred Lands.

Ghelspad brings together the offerings of many other Scarred Lands books. To this end it's not all together a surprise that the book is aided if you've read these other books and hampered if you've not. There's no heavy dependence on previous publications but I suspect you'll notice acutely every single time you don't have access to the paragraph of explanatory text left to an earlier work.

I liked Ghelspad even if it did remind me a little of history and geography classes at school. I like the initial set up of the Scarred Lands, though, and so I was open to the book before I finally tracked it down (and its arrival in Europe and the UK was delayed). Given that Ghelspad does summarise the gods and the titans and that it is sure to make sure you're never cut too short of crucial information I think it would make a good as entry point to the Scarred Lands as any of the other books would be, in fact, it's a better entry point than some of them. I just don't think it will be such a compelling entry point to the Scarred Lands as Hollowfaust or the Ratmen might be. It's horses for courses, in the end, and as long as you're ready for a geo-political styled book then Ghelspad is unlikely to disappoint even if it doesn't live up to your greatest hopes.

This GameWyrd review can be found here.
 

Scarred Lands Campaign Setting: Ghelspad

The Scarred Lands campaign setting was one of the first to enter the scene of d20 system settings under the d20 STL and OGL. The Creature Collection, a guide to creatures of the Scarred Lands setting, made something of a splash by actually hitting the stands before the third edition D&D Monster Manual did. Though that book was somewhat inexpert due to the incomplete d20 system knowledge of the authors at the time, the follow up book to that tome, Relics & Rituals, helped polish the image of Sword & Sorcery Studios, and let d20 system fans know that the Scarred Lands setting was one to watch.

Considering the considerable anticipation these early books created, it was somewhat unfortunate that an actual setting book took so long to get out an actual setting book for the Scarred Lands. This didn't stop some eager fans, who started full fledged games with just the smaller Scarred Lands Gazetteer: Ghelspad and various other books for the Scarred Lands setting.

Well the wait is over. The Scarred Lands setting book is finally here.

A First Look

Scarred Lands Campaign Setting: Ghelspad is a 256 page book priced at $24.95. This, to my knowledge, sets a record low for price/page ratios among third-party d20 system hardbounds. Further, the interior text is somewhat dense, with a conservative font and little space wasted due to paragraph or column spacing. Even considering that several pages in the back are promotions of other White Wolf material, this book is a considerable value.

Except for the insides of the front and back covers, the interior of the book is black and white. The interior art includes illustrations of sample characters from each region, as well as illustrations of religious symbols, coats of arms, and other scenes related to the regions being described. Some of the art is very good, though there is some that I am not too fond of. I am not sufficiently familiar with S&SS artists to name names, but I do not like the work of the artist that uses rather wispy lines such as that of Drifting Isle denizens on page 66, nor the "sketchy psuedo anime" look such as the art of the Albadians on page 43. On the other hand, some art is very nice and detailed, such as that of the titanspawn of the Blood Steeps on page 185 and the asaatthi on page 159.

The book takes the same approach to large scale maps as the Rokugan book by AEG does: it puts them on the insides of the covers. The maps on the inside covers are very colorful, and are essentially the same as the map in the Scarred Lands Gazetteer except that they detail more locations. Although they are attractive, I was really hoping for a more detailed fold-out maps like those in the Forgotten Realms Campaign Setting or the Kingdoms of Kalamar book, and/or more detailed regional maps within the book.

There are also a number of city maps in the book. The maps are similar in approach and appearance to those in the old AD&D 2e Forgotten Realms Adventures hardbound. They are black and white and show a large scale overview of the city, with 10-20 major areas (including quarters of the city and other major details) keyed in the text.

A Deeper Look

The Scarred Lands Campaign Setting: Ghelspad is organized into 6 chapters and an appendix.

Chapter One: History of Ghelspad

The first chapter outlines the history of the Scarred Lands campaign setting. This chapter is further subdivided into sections such as the Titanic Epochs, Ancient Empires, the Titanswar, and A State of Affairs in Ghelspad. Each of these sections outlines some of the more significant historical eras of Ghelspad. For example, the section on titans describes how each of the titans shaped the land and what sorts of changes occurred during that era.

For those not familiar with the concept behind the Scarred Lands, the titans are were a group of central primordial entities with great power that created many creatures and other features of the land. Ultimately, many titans were inattentive, and oft-times, destructive of the races they had created. Gods (also children of the titans) combined their forces to track down the titans and permanently bind and imprison them. These titanic battles left the lands scarred and twisted. There are creatures who follow these titans who to the current day seek to restore some of the titans to their former glory.

As with the Scarred Lands Gazetteer: Ghelspad and Divine and the Defeated, many of the passages of this chapter are presented as if they were from the perspective of various characters in the Scarred Lands. I like this for two reasons. First, it is very GM-empowering. A GM who decides he wants to add to or alter what is there is free to do so with little fear of players grousing about the contradiction, as the passages are from the perspective less-than-omniscient (and perhaps even blatantly biased) mortal.

Second, it helps illustrate other points about the setting. For example, many historical records and memories from before the titanswar were lost. The retelling of many events are from the perspective of an incarnate, an order of druids who can recall memories of past incarnations of their souls. This illustrates something about the perspective of the incarnates and their importance to the setting.

Chapter Two: The Gods of Ghelspad

The second chapter is somewhat brief, and provides some details of the gods and demigods of Ghelpsad as well as some of the titans. The nature of worshipers of each is outlined, along with details of the faith, domains, and invocation benefits. Invocation benefits are temporary bonuses that can be invoked by a follower of the given deity, first described in The Divine and the Defeated.

Alas, the new domains (and the spells that go along with them) are not described in the book; those details are in The Divine and the Defeated. This feels like something of an omission to me as I feel like this book should be the essential Scarred Lands book.

The chapter also discusses the nature of magic in the Scarred Lands setting. Magic of clerics and paladins springs strictly from the gods and not the titans. More nature oriented magic such as that of druids and rangers springs for the titans and their connection to the land. Arcane magic is often associated with the titans as well, but the prevailing theory is that the titans merely discovered arcane magic vice being the wellspring of it. Overall, I found the treatment of the d20 system's arcane/divine magic dichotomy the most comfortable of any d20 system setting that does not alter one or the other type drastically.

Chapter Three: Nations of Ghelspad

The third chapter covers the various nations that currently hold sway in Ghelspad. A basic "statistics block" is provided for each nation, including details such as the name of the nation, its population (with a percentage breakdown by race), government, ruler (including name, alignment, classes and levels, and a reference to the sourcebook describing the ruler, if any), capital, a short list of other major cities (including population), language(s) spoken in the region, major religions followed, currency types used, resources, allies, and enemies.

After this stat block, each nation has a statistics-light writeup on the history, geography, flora and fauna, people, culture, crime and punishments, religion, armed forces, and cities. Some cities are illustrated and with keyed descriptions of regions of the city and significant features. Some of the more civilized cities are also provided with illustrated coats of arms.

Chapter Four: City States

As Ghelspad has underwent some major upheavals in the last few hundred years, and threats exist that both keep them from expanding but still put pressure on the young races to cooperate and defend themselves, there are many city states that have not expanded or been coopted into full fledged nations. In truth, though, these are essentially just smaller nations and each follows a similar outline to the nations in the prior chapter, save that (of course) only one city is mentioned and/or detailed in each.

It is noteworthy that not all of the cities described herein are those of PC races. The lost city of Asaatthi (a reptilian race in the Scarred Lands) is described in some detail.

Chapter Five: Important Locations in Ghelspad

Large sections of Ghelspad are sparsely inhabited, and many regions have unusual characteristics as a result of the titanswar. All of these locations only provide you with basic details: history, geography, and flora and fauna. Some areas that have sizable intelligent populations (some rather inhuman) have some of the other details outlined in chapter three.

Chapter Six: Other Places of Note in Ghelspad

Where the previous chapter provided outlines of some significant regions, there are some features in the setting that remain to be discussed. This chapter spends a few paragraphs on each of these features, from the mysterious Sapphire Lake to the forboding Wall of Bones. Only sketchy details are provided for each of these, and inhabitants are often described in inexact terms, making this chapter more of a springboard for GMs to add their own details.

Appendix: Prestige Classes

The appendix describes eight new prestige classes describing members of various organizations in the scarred lands:
- Aerial Cavalier: The Arial Cavalier is an expert at fighting on aerial mount. In the Scarred Lands, this includes the harrier knights of Uria, some valraven riding paladins of Corean, and some hunters devoted to Tanil. The aerial caviler has good fighting abilities and gains class abilities that assist in fighting while mounted on a flying mount.
- Brother of the Scarred Hand: These are followers of the more peaceful titans devoted to healing some damage done by the war. As divine magic (and thus healing) is the province of the gods, brothers of the scarred hand cannot use such magic. Instead, they have abilities that let them transfer their own life force to (or from) others.
- Forgemasters: Forgemasters are expert craftsmen that primarily exist in the Gleaming Valley. Most forgemasters are devoted to the lawful good deity Corean. Forgemasters gain class abilities that let them invest items they create with certain blessings.
- Gold Knights: Gold knights are wandering knights devoted to Corean (usually paladins)that are devoted to healing and protection. The gold knight continues spellcasting progression as a paladin, but gains improved capabilities in curing and removing diseases.
- Iron Knights: Another variant of paladins of Corean, iron knights specialize in smithing and siege warfare. The iron knights continue spellcasting progression, but gain class abilities that let forge powerful weapons and assist in siege warfare.
- Keeper of the Eternal Flame: These are members of the Order of Eternal Flame. This order has nothing to do with the 80's girl-band The Bangels, but is an order devoted to the good deities Corean and Madriel. They have moderate combat abilities and continuing spellcasting advancement, and have class related abilities related to the divine flame for which their order is named.
- Knight of the Morning Sky: These are members of an order of knighthood devoted to the neutral good deity Madriel. The class has its own spell list and spellcasting advancement, and has class abilities strongly resembling those of a paladin, with some minor differences.
- Renewer: Renwers are followers of the last remaining titan, Denev, devoted to restoration of the blasted lands of Ghelspad. They receive slow continues spellcasting advancement, and have class abilities related to restoring the landscape and fighting enemies of nature.

The thing that sticks out to me here is the large selection of knightly and paladin oriented classes. I might have like to seen some less religious organizations explored, or followers of other religions.

Conclusion

This is a very nice book for a very affordable price, and at last brings old and new Scarred Lands fans the details they want to run in-depth campaigns in the setting. I was pleasantly surprised to see that in a time that many publishers are pushing for higher prices, that Sword & Sorcery Studios not only did not raise their prices, but is offering more pages for less money than their previous hardbound.

The Scarred Lands setting is very moody. The background has an inherently fantastic feel, as opposed to the "Europe with magic strapped on" feel that plagues many d20 system fantasy settings. At the same time, it manage to both court and transcend the d20 system fantasy conventions, making is a very compelling setting.

Though the book goes into great detail about the setting, it did not have the same level of utility as campaign setting books like the Forgotten Realms Campaign Setting have. Many books for setting came out before the setting book itself, and it leans heavily on those earlier books. Including more character creation information would have let it serve better as the crux of the campaign. As it stands, this is essentially a geographic and historical guide. That said, the pantheon of products available for the setting provide support that most other d20 system campaign settings can at this point only envy.

-Alan D. Kohler
 

This is not a playtest review.

Scarred Lands Campaign Setting: Ghelspad, is the sourcebook for the continent of Ghelspad in Sword & Sorcery's Scarred Lands campaign setting.

At $24.95 for 256 pages, this represents excellent value for money in terms of content amount, and little space is lost between the covers in terms of font size, margin or white space (though 5 pages are lost at the back to advertising). The hardback cover is appealing, with a well-rendered map as the background to some nicely-textured title fonts. Both inside covers show the same map as hinted at on the external cover in full - the lands of Ghelspad in full colour, scaled and with compass direction. The rest of the maps, though also scaled and with compass direction, are fairly bland and utilitarian. I found the art to mainly average, with a few good pieces - all are in mono. The writing quality is a little academic and dry, whilst comprehensive and authoritative. Editing is good, especially considering the size of the book.

Chapter One: History Of Ghelspad (25 pages), covers a brief history of the cyclical epochs of the world of Scarn, the Ancient Empires that have made their mark during this history, further detail on the Titanswar which changed the nature of the world, and more recent history along with a brief overview of the current situation. Within the chapter, there are also significant sidebars covering the various calendars and holidays of Ghelspad, the two moons of Ghelspad, and the languages of Ghelspad. A nice touch is the use of letters from third-party 'NPC's' which give their own biased commentary on happenings being described in the main text. This breaks up what could have been quite a monotonous chapter, though it is still heavy going at times. I also felt that the chapter did not explain the essential nature of the Scarred Lands clearly enough for those who are new to the setting - I would have liked to see an overview of the most important factors in the history of the continent, either as a timeline or as an introduction to the chapter. Sometimes it was difficult to see the woods for the trees.

Chapter Two: The Gods Of Ghelspad (10 pages), begins with a useful table showing the alignment, domains and typical worshippers of the gods, demigods and titans of the Scarred Lands. Whilst Clerics worship and receive their spells from the gods and demigods, druids receive their spells from the slumbering Titans, who lay entombed beneath the earth, defeated by the gods. Each of the gods and demigods are described with a brief description of their role, alignment, domains, holy symbol, favoured weapon and, most interestingly, invocation benefits. Invocation benefits are minor bonuses granted to worshippers invoking the deity in times of dire need - the need must relate to the aspect of the deity being invoked. Titans get a more limited description outlining their influence on druidic orders who worship them and their symbol.

Chapter Three: Nations Of Ghelspad (75 pages), covers 17 nations in good detail. Each nation begins with some brief listings covering population, government, ruler, capital, major cities, language, religion, currency, resources, allies, and enemies. The majority of the section covers more detailed discussions on history, geography, flora and fauna, people, culture, crime and punishment, religion, armed forces, and cities. I would have liked to have seen maps of each nation showing the general geography, cities, and locations of resources and armed forces, but you can't fault the level of detail in the text. Nations covered are: Albadia, Ankila, Calastia, Darakeene, Drifting Isle, Dunahnae, Durrover, Fangsfall Peninsula, Gleaming Valley, Heteronomy of Virduk, Karria, Lageni, New Venir, Ontenazu, Uria, Vesh, and Zathiske.

Chapter Four: City-States Of Ghelspad, covers the powerful city-states of Ghelspad in much the same way as the previous chapter - though sections on Geography and Flora and Fauna are discarded as appropriate. The eighteen city-states covered are: Amalthea, Bridged City, Burok Torn, Dier Drendal, Gest Ganest, Glivid Autel, Hedrad, Hollowfaust, Khirdet, Krakadöm, Loskil, Lost City of Asaatthi, Mansk, Mithril, Mullis Town, Rahoch, Shelzar, and Vera-Tre.

Chapter Five: Important Locations In Ghelspad, deals with the less populated areas of Ghelspad. Again, the format, where appropriate, is dealt with in the same manner as the previous two chapters. Most areas have limited information such as history, geography and flora and fauna only, whilst others have more extensive information. Covers Adurn's Tear, Bleak Savannah, Blood Basin, Blood Sea, Blood Steppes, Bloodrain Woods, Blossoming Sea, Celestial Shelf, Corean's Cleft, Devil's March, Festering Fields, Ganjus Forest, Haggard Hills, Hornsaw Forest, Irontooth Pass, Kelder Mountains, Kelder Steppes, Lake Repose, Mourning Marshes, Lands of Non, Obsidian Pyre, Perforated Plains, Plains of Lede, Scrub Forest, Spine Forest, Stricken Forest, Sweltering Plains, Titanshome Mountains, Toe Islands, and Urudan Desert.

Chapter Six: Other Places In Ghelspad, offer 26 further places in Ghelspad. These are briefly discussed in no more than 4 or 5 paragraphs but give a number of good ideas as adventure locations. Covers The Border River, Cliffs Of Constancy, Cordrada Corridor, The Devouring Reef, Fouled Forest, Gascar Peaks, Geleeda's Grove, Gluttonous Caves, Godsface Cliffs, Hornswythe River, Inferno Gulf, Khet, Liar's Sound, Moanscar Mountains, Mounds Of man, Murmur Pass, Placid River, Sapphire Lake, Serpentine Pass, Skydeep Ruins, Sorporatra Swamp, The Spires Of Gaurak, Splintered River, Swamps Of Kan Thet, Vengaurak Vale, and Wall Of Bones.

Appendix: Prestige Classes, introduces eight prestige classes for Ghelspad:
* Aerial Cavalier - aerial mount fighting specialists with some diplomacy skills. The class features include an empathic link to the aerial mount and various aerial fighting manoeuvres.
* Brother of the Scarred Hand - a brotherhood dedicated to healing by sacrificing his own life force or absorbing illness. Includes the ability to raise dead at later level but risks death himself in the act. No member can worship a god or demigod. The only thing I felt was missing was some discussion of ex-brothers, who have succumbed to religion.
* Forgemaster - magical blacksmith with class features which aid him in his crafting of items, particularly magical weapons and armour.
* Gold Knight - prerequisites restrict access to 5th level Paladins. Essentialy a paladin-type focused on healing abilities. One of the prerequisites of this prestige class is the 'remove disease' ability. One of the class features is also the 'remove disease' ability. The text of the class feature should discuss the stacking or non-stacking nature of the feature. I did not rate this prestige class very highly - it seemed mainly a way for a paladin to gain clerical abilities, avoiding the multiclassing rules restriction.
* Iron Knights - knights who excel in the crafting of magic weapons and armour, and also in siege warfare. A bit similar to the Forgemaster's class features in theme, but not a bad prestige class.
* Keeper of the Eternal Flame - cleric-type prestige class (worshipping Corean or Madriel). Prerequisites restrict access to 5th level clerics and 8th-level Paladins. Gain various class features related to fire, plus stacking 'turn undead' ability (the example of stacking gives a 7th level paladin/4th level Keeper as an example even though the minimum entry level for a paladin is 8th).
* Knight of the Morning Sky - a group dedicated to eradicating disease, contagion, and undead. Class features reflect the theme well with appropriate limited spell list, turning, and healing abilities.
* Renewer - group dedicated to revivification of the land after the damage caused in the titanswar. Prerequisites restrict access to 7th-level druids or rangers. Class features give the powers to fulfil their aim.

Conclusion:
A detailed and interesting campaign setting with a breadth of adventure possibilities, and variety of cultures and settings, to rival Greyhawk, the Forgotten Realms or Kalamar. A few areas which could be improved - a couple of the prestige classes and the history chapter - but overall worth checking out if you're looking for something new and detailed in terms of a campaign setting.

The book itself is well presented and is good value for money in terms of amount and quality of content, though sometimes the level of detail can be almost overwhelming at times. However, this should be a boon when working with it to create adventures of your own, or as background to S&S' published adventures and setting books.
 

the scarred lands campaign setting : ghelspad is a 250 page hardcover book publshed by sword and sorcery studios. it retails for $24.95 American which means i payed $40 because i'm canadian. This is the setting which virtually if not all of the material published by S&SS refers to. the interior art is all black and white line art with some shading and ranges fromvery detailed to cartoony.

The book begins by detailing the history of the continent of Ghelspad. From the creation through several "mini apocalypses" to the recent "holy war" that nearly destroyed the people of Ghelspad and is the cause of the present state of recovery and turmoil. Old empires have fallen and new would be tyrants look to secure their position within the convoluted political landscape. Chapter two details the gods of Ghelspad. The pantheon is smaller then some with a mere 9 diefic figures given full detail in these pages and another 10 "demigods" given domains and portfolios. also listed and described are the titans. an interesting concept is given life here. due to the closeness of the dieties to their worshipers in Ghelspad (one rules his flock as king) there are actually benefits given for invoking a dieties name before undertaking certian actions depending on the nature of the diety in question.

Chapter three: the nations of Ghelspad offers the DM in depth analysis of Ghelspad's major political players and behavioral patterns on which to base their future actions. in the first quarter of a page of each nation you are given the following information: The population, government type (monarchy, magocracy, council of elders ect...) current ruler (with levels but not stats and plenty of use of the aristocrat npc class), the capital city, languages commonly spoken within the nation, the nation's official religion, currency, main resources and most importantly the enemies and allies it holds among the other nations of Ghelspad. they then provide a history of the nation followed by the geographic details including places of note within the nation. flora and fauna are covered with people (who lives there) and culture (how they live) seperated into their own headings. crime and punishment are covered to the extent that the dm can probably figure out a fitting punishment for any crime that comes up. Religion is dealt with in more detail as well. the nation's armed forces are described and finally the cities that make up the nation are given short paragraphs.

chapters four and five deal with city states and important locations respectively and get the same, though not as lengthly treatment as nations with details not applicable being ommited.

Chapter six: other places in ghelspad gives the reader a run down of a few of the continents more interesting geographical locations and other odities that do not fit into the previous chapters.

-the next section is titled Appendix: prestige classes and it delivers eight of them:
The arial cavalier- a mounted warrior on a flying creature
Brother of the scarred hand- a healer not dedicated to god or titan
Forgemaster- craftsman extrordinare
gold knight- paladin +
Iron knight- craftsman/warrior/siegemaster
keeper of the eternal flame- cleric +
knight of the morning sky- undead killers
Renewer- nature priest trying to heal the land.

i found the book to be exceptionally well written and eack of the areas and powergroups detailed seemed to fit the tone of the setting. the history is specific enough that you know what happened but leaves the DM enough leeway to detail it as he sees fit. the nation/city state descriptions give the dm a great base upon which to build a fully fleshed out nation if he does not allready consider the provided information to be so. there are so many adventure hooks that after reading the book i sat down to plan a campaign and found myself unable to decide which to follow immediately and which to leave for later. from heavily mass combat oriented to politlcal intrigue, this setting gives you opportunity to scratch your adventuring itch in whatever manner you see fit.

now here are the minor gripes i had with the book. no poster map is included. on both the inside front and back cover as well as pages 248 and 249 a full map is included but it is much easyer to pull out a large poster map then a hardcover book and the map is not particularly detailed as it could have been in poster form. also everything is listed in alphabetical order. i realise that that is standard but i much preffered the FRCS listing by region method. this is only really an issue due to the lack of detail on the map the two combined have made it a small difficulty to find everything mentioned within the book. lack of detailed maps in general could be considered the small chink in this books armor. A mall matter to me personally i just feel the need to tell you what i do not like as well as what i do. i give the book a 5 out of 5.
 

For many people, we all look for an inclusive book when we search for campaign setting. Something that stands out and says "Hey READ ME! I'm good for understanding what's going on in this place!" Certainly the Forgotten Realms Campaign setting and then later the Kingdoms of Kalamar Campaign Setting, were examples of that. There have been a couple other d20 products that have attempted this. And now, after months of waiting, we faithful fans of the Scarred Lands, finally get a comprehesive view of this setting in the Scarred Lands Campaign Setting: Ghelspad. I will admit, it's not quite what I was expecting, but then I guess that's why I like it so much. Certainly unlike the FRCS, it's not a listing of new races, new feats, spells and new domains, along with monsters and such. But what it IS, is a comphesive history and guide for Dms looking for a way of making the Scarred Lands/Ghelspad stand out as well as being a guide for how the setting works.

The cover is just a smaller version of the one on the inside leaves. The map itself is fairly detailed, at least compared to the old Ghelspad Gazetter. The regions are a little more clearly delinated, as well as the names for many of the places that weren't mentioned or noticed in the first pull out map for Ghelspad/Scarred Lands. The interior art is very nice, ranging from fairly good (such as the picture of lines of slaves in Dunahae) to extremely good (such as the pciture of the Orcs fighting each other on the section on Scorched Rock around the Blood Basin.) The cartography, in regards to the cities and the city states, well I wish they had done more maps for them, but other wise not too shabby.

Chapter one is the History of the land of Ghelspad. This was definately not what I was expecting. Certainly it's not a dry read, but a very MEATY read, filled with points of view from various people and individuals, both known and unknown, giving it more like a diary or a journal than actual history text book style. It talks of the Cycles, Epoch were each Titan held sway for a time, then giving way to another. Then comes the talk about the various empires that have ruled the lands around Ghelspad. This chapter also has numerous side bars, discussing the various calendars used, the phases of the two moons in the Scarred Lands, and also a language section which I thought was very interesting. Originally I thought they would just stick with the usual Common, orc and such. Suffice to say the changes I enjoyed a good bit, even though it will probably confuse some players. There's also a side bar discussing the actual definition of titanspawn. Really is just a phrase used, but if you have something (say like the Mithril Knight Pr-class) that affects such thing, it just refers to a creature's religious belief. The last two pages before the section on languages gives us a good update of how things have progressed since the release of the Ghelspad Gaz. Definately a worthwhile addition.

Chapter two deals with the most important aspect of the Scarred Lands, that being the gods and the Titans. There's a lovely side bar and easy to understand who fits where, in terms of typical worshippers. Of course the chapter goes on in detail discussing divine versus arcane magics as well as delinating that all druids worship a titan, even though they are not directedly tied to that specific titan. Next come a familiar aspect, that of invocation benefits. For those that don't have the book "The Divine and the Defeated", these are benefits a god can grant to someone that prays to him. For Corean, it can give him an extra +1 to hit on attack roll, or a fire based skill/craft skill. For Hedrada, Sense motive checks or Will saves. It goes on to list more but you get the idea. Then comes the section on the Eight Victors plus Denev, who the gods ask to revere. Also in there are the 12 titans. What I liked about the section on the titans was the fact their sigil/symbol was also given, something that wasn't talked about before in the Divine and the Defeated.

Chapter three deals with the countries of Ghelspad. While there are many, all follow the same basic pattern of name, population, type of Government, the rulers name (if any), a major capital as well as major cities, languages common to that country, state saction religions, currency, resources, allies, and enemies. Afterwards, there's the history of the country, it's geography (and any specific features like rivers, forests or other major geographic features), Flora and Fauna (just some idea of the wild life there as well as any monsters that might be running around in that place), People (their physical appearance as well as some general characteristics), Culture, Crime and Punishment, Religion (basic attitudes towards the gods and any god they might worship or hold dear), plus armed forces as well as listing of cities. What I enjoyed was the Crime and Punishment sections. Here a DM could CLEARLY have an idea of what kind of laws were enforced, the cost of such infractions, as well as if the reactions of people to such crimes. Another was their deal with religions. Some, like Calastia, enforce heavily the tenents and worship of Chardun, the Slaver (LE god of Slavery, War and Domination). While others are often open to all the gods, such as Darakenee, who hold all gods as equal in respect and worship. (Though the lands of Wexland are one of the exceptions and you can thank the book "Champions of the Scarred Lands" Anthology for that. Just read the short story "Three Dreams of Belsameth" to understand what I mean.) One of the more interesting features is that former city state, Fangsfall, is now it's own country. Guess it pays to have Mithril Knights working for you.

Chapter Four deals with the city states. While these places aren't quite countries, they are significant, since some are founded for their deities, like Hedrad and Mithril, while others are just solid places/ports of call, like Rahoch and Shelzar. Of course the ones I like the most are Hollowfaust (which has been reviewed here) and the Lost city of the Assathi. Certainly I never expect THAT one in there. Again the information on the city states reads much like chapter three, with maybe a few things missing.

Chapter Five and Six deal with significant geographical locations as well as some ruins, like the now defunct city of Non. Here you can read about the vast desert of the Urkudran or the perilous Blood Steppes. You can also find out a good bit of what might be going on in places like the dangerous yet living place of Hornsaw, or the reviving lands of the Stricken Forest. Each one is not as detailed as the previous chapters, but you get a good feel for what's going on there as well as what the local wildlife is like.

The appendix has a listing of some new Pr-classes. They are described in good detail. They are as follows:

Aerial Cavalier (a very skilled rider of the winds as well as able to fight well in the air)
Brotherhood of the Scarred Hand (a sect of mostly druids but some monks as well dedicated to proving that no all titans besides Denev are depraved or indifferent, using their own bodies to conduct healing energies, or that of others at times.)
Forgemasters (A select number of experts that honor Corean and thus gain his blessing by being able to craft powerful weapons and armors, along with other forged items)
Gold Knight (One of the Swords of Corean, a paladin/cleric order dedicated to his ideals of healing as well as protecting those in his care.)
Iron Knight (Another of the Swords of Corean, these are master forgers as well as skilled in warfare and siege combat.)
Keeper of the Eternal Flame (An order devoted to helping keep the good ties between Corean and Madriel, they are seen as a beacon of hope in a beleagued land, using their fire based/holy abilities to keep hope alive.)
Knight of the Morning Sky (A NG/CG type paladin that fights for the Order of the Morning Sky, a clerical sect of Madriel's will.)
Renewer (Champions of Denev's will to restore the nature order of things, fierce in the face of unnatural creatures and creations of the other titans.)

Overall, this is a great book and very worthy of 5 out of 5. Though there's not a section on the races nor anything about any new feats, what keeps you going ISN'T the crunch. It's the fluff, the organic nature of the book. Thus if you want a book that tells you Dms out there what the Scarred Lands is about, this is the book for you.
 

If you have ever desired a fresh new start for a campaign world, and hope someone else will give it the breadth and detail you wish for, [lj-cut text="read on"]read on.

Introduction to the Product
Ghelspad was the first continent introduced on the Scarred Lands world of Scarn, by Sword & Sorcery Studios. Introduced in 2001 via the Gazeteer, it has now arrived in full force in this 250-page hardbound resource. The book is divided into 6 chapters and an appendix. These sections cover, in order, the history of the land, the gods, the nations, the city-states, important locations, other notable places, and prestige classes. A full colour map of Ghelspad is duplicated in both the front and back inside covers; I found this very convenient as I was frequently flipping to reference it while reading.

General Comments:
I found this book to be quite thorough, creative, and well-presented. It provides much more than adequate coverage of the entirety of the continient, both through a richly detailed and intertwined history and a vivid portrayal of the current state of affairs in the lands. The Table of Contents itemizes each place covered in chapters 3-5 for easy reference, but again I would have liked an index at the back, particularly for cross-referencing purposes. The interior B&W art is varied and adds dimension to the text in the form of depictions of locals, city maps, holy symbol icons and regional crests.

Chapter One: History of Ghelspad
There is a great amount of detail presented in this chapter about everything that "happened before". It is presented in narrative style from several characters, and covers millenia of events, wars, and changes to the continent. Events are presented in the order that they occured avoiding the use of absolute dates to mark them. This works well, as the history is tumultuous and dates would not add anything to the presentation.

I found the history intriguing and very readable, but being nosy for detail, I often found myself struggling to relate the text information about the ancient kingdoms to the 'modern day' map. Some additional b&w map pieces showing the various key eras of Ghelspad's history would have complemented this section nicely {Afterwards, I found the links to the web enhancements showing exactly these for the Ledean Empirea and the Post Ledean nations}. Not to be lost in my nitpicking, though, is that a very richly detailed history has been assembled for our use. I appreciate the effort that was put in to create the background for this vibrant, dynamic, and above all, unique fantasy setting. It explains well why the land is the way that it is, tying the diverse elements of a land together into something greater than the sum of the parts.

Chapter Two: The Gods of Ghelspad
Here is the familiar breakdown of the gods and their positions on the wheel of alignment. Each god is niclely fleshed out in a few short paragraphs, and firmly placed in their role throughout the land. They are also each accompanied with a nice graphic representing the holy symbol of the god. A table at the start of the chapter assembles the vital details for each one, and also lists each of the titans and several demi-gods introduced in The Divine and the Defeated.

A nice inclusion is the ability of any worshipper of a god to invoke a blessing to aid them in certain, appropriate tasks. Another simple addition is that, since druidic magic comes from the titans, they can escape from the 'true neutral' only restriction common to their class depending on which titan they honour.

Chapter Three: Nations of Ghelspad & Chapter Five: City-States of Ghelspad
These chapters flesh out much of the high-level aspects of the world. For each is a summary showing population, government, ruler, languages, religions, currency, exports, allies and enemies. Further detail is provided in sections for history, geography, people, ecology, culture, crime and punishement, religion and armed forces Finally, the capital and major cities are discussedin varying levels of detail.

This is the largest section of the book, presenting information on 17 nations and 18 city-states. As the other sections, it is well-written and well-conceived, as it continues to tie the histories of these smaller area of the land into the big picture. Anyone who found the gazeteer lacking in meaty substance will find an absolute bounty in these chapters.

Chapter Five: Important Locations in Ghelspad & Chapter Six: Other Places of Note in Ghelspad
Functionally similar to the previous two chapters, these ones deal with the various geographical peculiarities that make the continent as diverse and interesting as it is. 30 areas are described in chapter five, following the format of the preceding chapters. Chapter six gives a quick synopsis on another 26 locations, and together they fill in most of the lands that lie between the nations in the less hospitable areas of Ghelspad.

Appendix: Prestige Classes:
Hands up everyone who looks to the new prestige classes first whenever they open up a resource book. These are, in many ways, what the PC is playing for - the chance to be unique and exceptional in incredible ways (and as a GM, I enjoy a fresh and nasty twist to the archetypal enemy). Eight new classes that are well suited for restoring health and safety to the lands of Ghelspad are given, each bringing both interesting game mechanics and role playing opportunities as characters to the game world.

Worth separate note here is that included after the appendix is a black and white map of the continent, otherwise identical to the full colour ones on the inside covers. I did find the colour ones harder to search for locations on if I didn't already know where they were, and this b&w map makes this task easier as it is quite clear.

Conclusion
I think it's pretty clear that anyone who intends to run a campaign on the continent of Ghelspad should invest in a copy of the Scarred Lands Campaign Setting: Ghelspad reference book. It is certainly a worthwhile purchase with tons of detail and more than enough speculation to allow the world to evolve uniquely to your vision as a GM. I recommend reading it cover-to-cover to get a full feeling for the depth and interconnectedness of the lands, the people and the history of Ghelspad.

I'll admit here that the only other campaign setting I'm familiar with is the old Forgotten Realms, so I can't really compare to other comparable, newer d20 products. Regardless, this is a rich and (most importantly to me) fresh new world with well developed mythological, political and ecological structures.

Rating: A+
 

In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:

1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.


I waffled a great deal on the final score to give this product, as it's as close to perfect as I've yet seen in a D20 product. One of the problems I had with it was that it didn't give any description of the unique qualities of the races in the Campaign setting. As it turns out, this is addressed in the "Scarred Lands DM Screen" supplement, which has a pretty meaty interior book with the races of the Scarred Lands and a couple of adventures. Still, I can't help but feel that they belonged here. A problem with that is that every continental campaign setting for the Scarred Lands would have to do the same thing, and most of the text would be repetitive. The races are generally described at some point in this sourcebook (without the 'crunchy bits') where they first make their appearance, and I suppose that's good enough for the type of book this is. Therefore, it does get a 5 from me. (People will now look at my histogram of scores and say "Hey! You say you rarely give out 1's and 5's, but you have as many of those as any other score - This is true.. on here. I have numerous ones I have yet to convert over from my Amazon reviews, most of which are 2's through 4's).


PRODUCTION QUALITY: The production quality of this sourcebook is exceptional in my opinion. The cover is a brilliantly colored reproduction of the map of Ghelspad (one of the continents in the Scarred Lands setting) with the usual Scarred Lands product border. On the interior covers of both back and front, the map is reproduced again in full color. The map is reproduced one more time in black and white near the back, before the advertisements (some people hate Sword and Sorcery's advertisements, I tend to not mind). The map is stylized, almost cartoon like in coloring, but beautifully done. It's hard to describe unless you see it. The use of white space is generally well done and the interior illustrations are plentiful but if there's a weak point to this sourcebook it's here. The illustrations are average and don't really draw attention to themselves.

Production Quality Rating: 5



CONTENT: This book is pretty comprehensive. About the only thing that would make it more complete would have been the aforementioned description of the races and how to create them (ie, where they differ from the PHB races).

Chapter One: History of Ghelspad - This section is interesting in that it's written for the most part from a first person point of view, of multiple individuals. The very first part you read is from one of the supposed evil people of the Scarred lands, a Titan worshipper. Simply, the Scarred Lands are the result of the wars between the Titans and their children, the gods. The Titans were generally capricious, uncaring of the mortal races, and treated the world as a plaything to do with what they chose. If they wanted to change the entire climate of an area, they did so with little care for the life there. If they wanted to see what would happen if they tortured an otherwise happy community, they would do so. The gods on the other hand cared a great deal about their worshippers, and naturally enough most mortals supported them when the Divine War erupted. All the Titans were slain, save one (the Earth Mother who became a part of the land itself to help heal it after the destruction of the Titans caused all sorts of havoc on the land). Afterwards the land was scarred with the remnants of the Titans and the Titans themselves who did not actually die but were sundered in ways to make their return impossible... without superhuman efforts by their followers (a canyon actually being the two separate halves of a Titan, flailing to try to rejoin for instance). The taint from these elements created the Titanspawn, evil creatures bent on wrecking havoc on the divine races. Included in this section are the rise and fall of various nations before and after the Divine War, and their languages.

Chapter Two: The Gods of Ghelspad - While the Gods and Titans are described in greater detail in The Divine and the Defeated, this section is complete enough for a DM to get started in the Scarred Lands setting, with a description of how magic works in the campaign setting, special rules on the invocation benefits (if a person invokes a God's help they can receive +1 to +3 for certain skill rolls) and then information on the gods and goddesses (and Titans) themselves. There is however, little description of the various churches and their rituals, etc. Clerics therefore have less to go on than some other classes.

Chapter Three: Nations of Ghelspad - Each nation has the usual summary (ruler, breakdown by race, key cities, religion, currency, etc) followed by sections on history, the people, culture, geography, flora and fauna. crime and punishment, armed forces and then a short description of most important cities, and sometimes a map and key for certain cities.

Chapter Four: City States of Ghelspad - Pretty much the same format as Chapter Three, with certain parts left out depending on the city.


Chapters Five and Six: Important Locations in Ghelspad, and Other Places of Note in Ghelspad - Again, a similar format to the previous two chapters, with parts left out that are unimportant.


Appendix: Prestige Classes: The only truly crunchy bits in the whole sourcebook (except for the Invocation rule and table of the gods). Most of these have a direct connection to the battle between the divine races and the Titanspawn and appear to be interesting enough.


Unlike other Campaign Sourcebooks which either give almost no information that jumps out and says "Adventure Idea!" (Kingdoms of Kalamar for me) or has almost too much which swamps you (Forgotten Realms for me), this sourcebook had numerous adventure ideas pop into my mind as I read. Not only that, whole campaign arcs leapt into mind. Oddly, in spite of the many ancient civilizations that were destroyed, there are very little of them actually described, mostly because the entire world was more or less remade during the Divine War I suppose. Those areas that are described often have the annoying phrase "but none have returned alive" attached to it. The world is in motion, as opposed to seeming balanced and awaiting a nudge from the DM to put all the potential conflicts into motion, and yet there are multiple ways that the DM could modify things. If players want to play 'evil' characters, they could play a group determined to bring about the rebirth of one of the Titans. All in all, the world is very colorful, the sourcebook well written, and ideas flow about as much as Kadum's blood does into the ocean where he lies chained at the bottom, his heart somewhere else.

Content Rating: 4.8 (only the lack of race desriptions drags it down at all)


CONCLUSION: For yet another fantasy setting with no technology beyond the middle ages, this has one of the better and more unique combinations of concepts. Another advantage (or curse perhaps) is the number of books already out to support this setting, fortunately none are truly needed except perhaps the Creature Collections (and even then the unique creatures are usually described at least partially in the modules that have come out). The Scarred Lands Campaign Screen may be considered an essential item too. The continent of Ghelspad has things for every type of group, ancient civilizations, possibility of reclaiming territory for a government, wars, diplomatic missions, and grand campaigns involving destructive forces fused into the world itself (rather than an artifact created by some mage - though you could do that too). Let's put it this way, I'm already sketching an outline for a campaign in this world which could end with the players having done something near the beginning of the campaign which appears wholly beneficial, but slowly becomes evident later on that it might just cause a major cataclysm (The Apocalypse Stone on a huge story arc). I haven't even come up with a coherent adventure idea for any of the other campaign settings I've read.


Overall Rating: 5
 

This is not a playtest review.

Conclusion
Scarred Lands Campaing Setting: Ghelspad is a very entertaining read and a mine of campaign ideas, making it well worth the purchase even if you don't plan on using the setting. The book is rules-light and makes it useable with 3.0, 3.5, or pretty much any rules system for that matter.

Product Summary
The Scarred Lands Campaign Setting: Ghelspad is a roughly 250 page hardcover which retails at $24.95. It details the continent of Ghelspad, one of three continents in the Scarred Lands setting. A second campaign setting book in a similar format detailing another continent, Termana, is on the way. The inside of the front and the back covers both contain complete color maps of Ghelspad. A two-page B&W map is also provided (neither map has a hex-grid but a scale is provided). After a one-page introduction, the book is divided into 6 chapters:
  • 1. History of Ghelspad;
  • 2. The Gods of Ghelspad;
  • 3. Nations of Ghelspad;
  • 4. City-States of Ghelspad;
  • 5. Important Locations in Ghelspad;
  • 6. Other Places in Ghelspad
The book also contains an appendix providing 8 prestige classes. The table of contents is reasonably thorough, though there is no index. As noted above, the book is rather rules light, with most of the cruch in the appendix with prestige classes. The book assumes you have Relics and Rituals, Creature Collection 1 & 2 and The Divine and the Defeated, which provide a great deal of the Scarred Lands' crunch--spells, monsters, domains, magic items, more PrCs, as well as rules for using magic in the Scarred Lands. Finally, the book does not provide a large, pull-out map. Only the 2-page maps mentioned above are provided. The book probably assumes you have the Scarred Lands Gazatteer: Ghelspad, which does have a large map.

Chapters 3-6 thoroughly describe the locations of Ghelspad (more on that below). Chapter 1 details Ghelspad's history, calendars, and langauges. Chapter 2 gives brief info on Ghelspad's gods and titans (much more information on them is provided in other sources, particulary The Divine and the Defeated).

Why I liked it
As I mentioned above, this product is literally a mine of ideas. The book contains very vivid descriptions of how the gods and titans (titans in the SL are parents of the gods) warred with each other and created many of the geographic features on the continent. For example, there is a long, narrow sea inlet created when a god swung his hug axe at a titan and sliced the land in half. Another titan was cut in half and now forms the two sides of a canyon. Yet another titan was hurled into the sea and bleeds into the ocean, creating the so-called 'Blood Sea', pictured on the cover.

The locations of Ghelspad are given very good detail. 17 nations, 18 city-states, and nearly 30 other locations (forests, deserts, and such) are detailed. Most locations are given several pages of treatment, with details of the location's history, culture, people, government, etc. Many have maps included and several have specific points of interest detailed briefly. Also, each nation and city-states legal system and punishments are given treatment, with numerous examples (e.g. murder--death by hanging, or whatever). The locations are detailed in a relatively consistant format.

The production values and value-per-buck are very good. Editing is top notch, the interior artwork, though black-and-white, is quite good and helps visualize many of the people and places of Ghelspad (though some of the pictures lacked captions explaining what they were, which I felt would have been useful). The book's organization is simple and straightforward. At about $25 for 250 pages, this book offers a lot of material.

What Could Have been Better
Most of the criticisms I have are two-sided. One the one hand they're good and other the other hand they're bad. The main ones are as follows:
  • Unlike the Forgotten Realms Campaign Setting, this book, I suppose by design, does not act as an everything-you-need sourcebook for running a Scarred Lands campaign. You need several other source books, especially for the crunchy bits;
  • The book has a severe lack of crunch, as mentioned above. On the other hand, it makes this book quite useable in any rules system;
  • In general I liked the book's organization but had a few minor quibbles. Sometimes it was confusing whether a paricular location would be found in Chapter 3, 4, 5, or 6. The table of contents solves most of these problems, except for the natual features described in chapter 6 (which contains very brief entries compared to the earlier chapters). Also, for a sourcebook of this type, the lack of an index was a minor annoyance;
  • The book lacks a player's guide section, detailing the creation of Scarred Lands characters. Other SL sourcebooks also lack such a section; DMs and players are forced to scavenge through multiple sources (the Player's Guide series may change this)
  • Similarly, the book lacks descriptions of several new races mentioned, such as the Assathi (a race of humanoid serpants) and the Charduni dwarves, an evil dark dwarven race. A short summary of each race (new ones and standard PHB ones), including where in Ghelspad they are found, would have been very useful;
  • While SLCS:G is a mine of campaign ideas, it lacks any list of suggested (specific) adventure ideas, or any sample adventures;
  • The lack of a large pull-out map is a real disappointment for me, that's something I would expect in a campaign setting book.
 

The setting set up within the Creature Collection, Relics and Rituals, Divine and the Defeated and a number of other of Sword and Sorcery Studios books sees itself realized and fully born at the last in the Scarred Lands Campaign Setting: Ghelspad.

Many of the places and history which the Scarred Lands books previously teased us with finally find themselves fleshed out in this book, given more detail than its predecessor, the Ghelspad Gazetteer, gave us. For myself, I'd been waiting for a book like this for some time, having picked up the original Creature Collection when it first came out. For all that monster books bugs and problems, I really enjoyed reading about the little tidbits of setting strewn throughout it.

So, with that said, what do I think of the Ghelspad hardcover?

Well, it had very few disappointments to trouble me with, and I enjoyed the vast majority of it. It's all I could have expected out of the book, and a little bit more.

The primary thrust of the Ghelspad hardcover is to describe the various nations and city-states of the continent of Ghelspad, as well as the geography. It does this in excessive detail, taking up over 180 pages of this 250 or so page book. For those looking for new feats, prestige classes, monsters and npc's, this book is not the place to look. The vast majority of this book sets up the flavor of the setting, with very little in the way of new rules or mechanics. Unlike with the Forgotten Realms Campaign Setting, this book is nearly completely flavor text. So unless you plan on actually playing in the Scarred Lands, this book may not be to your liking. As someone who had been interested in this setting from the beginning, however, this was all I could have hoped for out of their primary setting book - the setting itself, with very little mechanics to get in the way.

It has the almost standard introduction from the developer, and from there, it progresses into chapter one, the history of Ghelspad. Like with any book, I look for something new or different that it adds, and this book starts right into something just like that. It first starts into the prehistory of the Scarred Lands, as told from the perspective of a druid. While the source is a biased, not necessarily correct one, the druid purports that Scarn (the planet upon which Ghelspad rests) once existed in a constant cycle of epochs that were defined by the dominant titan of the time. The titans were deific creatures who were bound to the essence of Scarns soul, gods not empowered by prayer as gods in the traditional D&D sense normally are, but instead, by the very strength of the earth. Bound and representative of the earth that the titans were, the druid claims that when one titan grew more powerful than the rest of its brethren, the world would grow to reflect this. When the titan of disease reigned, the world was blighted with pestilence and plague, whereas when the titan of hunger ruled, many starved and the land was turned into lifeless desert and tundra, bereft of life. This was the way it was for time immemorial, as natural as the changing of the seasons. However, according to the druid, the settings premise - that of the gods overthrowing the titans - has destroyed this cycle, and doomed the world in the process. So long as the titans are held by chains and magic, the Scarred Lands will remain the Scarred Lands, the world's wounds unhealable while those creatures of nature, the titans, are incapacitated.

So already, the book is off to a good start in my opinion.

From there, chapter one continues into the current calendar Ghelspad uses, as well as a few olds ones, and holidays that are currently celebrated. It flows into ancient empires that previously existed upon Ghelspad and what became of them, or how they evolved into the nations that exist now. The writing is interesting and well done, with a mix of relatively standard empires, such as that of Lede - Romanesque, with most of Ghelspad having been underneath its rule before finally falling apart - to the more fantastical nations, such as the sorcerous, fire-wielding Empire of Flame and the empire of the settings warrior/wizard snakemen, the asaatthi, and more besides. After describing the fall of the empire of Lede and the events that transpired around it, it goes into the one event that defines the setting, the Titanswar, or the Divine War, whichever term one prefers to use. It describes the major events of the war that changed the very nature of Scarn itself, that saw the overthrow of the titans and the ascension of their children, the gods. It goes into this only briefly, but satisfactorily, drawing us past the Titanswar, into the wars and cataclysms that followed, and finally, into the events of the present day. Chapter one ends on a few plot hooks for players or the DM to follow up on, and a couple of pages on language which help to further give detail and depth to the Scarred Lands.

With the history out of the way, chapter two takes us into the deities of the Scarred Lands. It's all fairly basic stuff. A little bit of background on each of the major gods who represent each alignment (except True Neutral) and titans, as well as all the pertinent statistics a PC would need to know if they're going to worship one of the gods (though not the titans; these are worshipped by druids, not clerics, and as such, are only detailed with background information). Gods alignment, their holy symbol (with a picture of each, which I thought was nice), favored weapon and their domains. Furthermore, it also adds godly invocations into the information presented. These are prayers that one can make to the gods for varying effects, such as bonuses to skills or saving throws. A few are rather powerful, such as Vangal's, who allows those who pray to him to better penetrate damage reduction, but for the most part, as invocations take one full round to enact, they're not too unbalancing, and add some flavor to the game.

Chapter three starts into the meat of the book, the nations. 17 total, unless I missed my count, with about 4-5 pages devoted to each, along with a piece of artwork to give one a sense of what the people typically look like. Some of them draw directly upon cultures that existed at one point in our own world, such as the very British Isles-like Darakeene, which goes so far as to have a red-haired ethnic group known as the Keltai, to those with no particular analog, like the country of the Gleaming Valley, which is nearly completely populated by Hollow Knights, which are suits of armor imbued with and animated by the souls of warriors. While I personally wasn't overly enthused by the entry on the Gleaming Valley, I was otherwise quite pleased with this chapter. While some might claim they want their fantasy to step aside from the real world, I find that many people, myself included, find inspiration from tales of Nordic warriors, or Celtic bards, and this chapter provides an ample number of places that just such a character could come from, while still maintaining enough distance from the real world that neither the DM nor players needs to stick strictly to it. It was both familiar and different at the same time.

Each nation begins with its full name, the population and percentage each race makes up of it, the government (monarchy, council of elders, etc), its current ruler or rulers (along with the rulers race, class, level, and alignment), the capital and its population, the major cities and their population, the major languages spoken there, the official religion or religions, the currency (if any; some rely on the barter system), the resources of the nation (lumber, grains, that sort of thing), the countries allies, and the countries enemies. Minor little things that help set one country apart from another, each taking up all of about one line each. Longer descriptions are then provided for the nations history, its geography, the flora and fauna, people, potentially most important to the PC's - the crimes and punishments for each land, the religion, armed forces, and usually a brief description of the capital city and a few of the other major cities. All the things that keep one place from looking just like the last one the party visited. While reading through all of the entries in one sitting may be a bit much, the information is immensely helpful in establishing the mindset and mood of each region, or just what one might find there. I did take some issue with the stats on each ruler, brief though they may have been, as other than that, this is a very player friendly book, that doesn't reveal much that a character wouldn't conceivably know (or be able to find out without too much difficulty).

Chapter four brings us to the city-states of Ghelspad, and where the nations were often influenced by the real world, the city-states take a different approach. From the dwarven citadel of Burok Torn and the moving city of dark elves and golems it wars with, Dier Drendal, to the rival cities of necromancers, Hollowfaust and Glivid Autel, the city-states are of a decidly more fantastical nature. They seem to exist as city-states for the simple fact that they were too unique and had too much personality to exist within the confines of any country. Even some of the more "mundane" cities, such as the holy city of Hedrad, are entities all their own, each easily worth their own entry in the book. The only entry that drew my ire was the write-up on Lokil, but other than that, the city-states proved to be engaging, rife with plot points just waiting to be let loose into a game, or to provide motivation for a character. Whether a player wants a home for their paladin in the city of Mithril, or a DM wants to take the party on an Indiana Jones like adventure in a place such as the Lost City of the Asaatthi, there's bound to be something to catch your interest.

Just like with the nations, each city-state is organized with the name, population, ruler, and so on, as well as a few paragraphs on the history, people, culture and everything else.

Chapter five is all about the uncivilized, the unsettled, the wilder parts of Ghelspad, taking a step away from the cities and countries and taking us into the actual geography of the place. It's a collection of lakes and savannah's, forests and seas. The organization of each locale isn't quite so uniform as the past two chapters, but this is because, in part, there are only varying degrees of living things in each. Some locations list the population, languages, religions and resources, others do not. Most, at the least though, describe the history, geography and flora and fauna of each place, all those untamed things that have little to do with whether or not people actually live there. Not all are as inhospitable as the Hornsaw Forest, where the titan, Mormo, was taken down and her blood spilled upon the once pure Broadreach forest, or the festering, disease-ridden Mourning Marshes under which the titan Chern is supposedly buried, but there's very little in the way of centralized government in any of these places. These are the homes of barbarians and orcs, druids and outcasts.

Chapter six is rather an extension of chapter five, continuing in the geographical bent of things. However, unlike chapter five, the descriptions are very short, usually little more than half a page at most, some no more than a paragraph. Not quite as varied in their geography or people as other places, these fill in all the little holes leftover from the previous chapters, the geographic oddities that were worth an entry, but not quite a page or two all on their own. Some are also left fairly short to continue in the more or less player friendly vein the book mostly stuck to, giving a DM a plot hook to work with and detail on their own without the players knowing too much about it. Some of the more notable entries would be the Godsface Cliffs, an outcropping overlooking the Blood Sea that bears a likeness to the face of each of the eight major gods, and the Wall of Bones, a manmade barrier made completely out of bone surrounding the nation of Dunahnae's eastern front.

The book ends in its appendix with that almost required addition to any d20 book, the prestige classes. Eight in total, a few detail organizations mentioned in previous Scarred Lands products or in the Ghelspad hardcover itself, whereas a few more introduce a new group along with the prestige class. While most are fairly interesting and flavorful, only two of them had nothing to do with the gods Corean or Madriel. Furthermore, of those six related to Corean or Madriel, three of them were strongly oriented towards paladins. I would have appreciated a bit more diversity. While it is one of the Corean related prestige classes, I particularly liked the Forgemaster. It's not the sort of thing any players are likely to take, or that many DM's might use, but I found the idea of a Commoner or Expert-based prestige class centering around being a devout blacksmith of the forge god, Corean, to be an appealing one. The requirements are simply to be Lawful Good and have Craft (Weaponsmith) at 8 ranks, but the abilities aren't particularly grand, unless you're coming from the likes of level 5 Commoners and Experts. The rest of the prestige classes are more PC friendly, and as I said, all fairly interesting (I could do without the Brother of the Scarred Hand, but I don't like monks outside of specifically Oriental-themed settings, anyway).

That's just from the perspective of flavor, however. Rules-wise, Sword and Sorcery Studios suffers from an ability to balance out their mechanics. The Keeper of the Eternal Flame, for example, has relatively minimal requirements (Concentration 5 ranks, Heal 5 ranks, Knowledge (Religion) 8 ranks, and a few other minor details) yet takes away nothing from the cleric class that naturally progresses out from it. No hitpoint loss, same base attack bonus progression, good Fortitude and Will saves, full spellcasting progression and even full turning progression. Plus all the special abilities that it adds onto the class. The rest of the prestige classes aren't quite so clear-cut in how balanced or imbalanced they are, but it's something to keep in mind before using one.

Over-all, as I said, I found the Scarred Lands Campaign Setting: Ghelspad, to be a very player friendly book. Anyone actually running a game in the Scarred Lands setting will almost certainly need this book (though with the recent release of the Scarred Lands Campaign Setting: Termana, that need is diminished, and the Ghelspad Gazetteer has enough for a DM as well), but there's very little in it that a DM needs to worry about the players reading. The only stats given are minimal at best, and the book gives away very few secrets or details that most characters in the setting wouldn't or couldn't know (with the notable exception of details on the forgotten titan, Gulaben - but almost every Scarred Lands book does that).

The artwork itself is very satisfactory, and the cover is just beautiful. Sure, it's just the map of Ghelspad, but it really does look gorgeous. I don't believe there was an piece of artwork inside it that I didn't like, either (the picture of the giant druid casting frog tongue didn't exactly enthuse me, however). Even some of the artists whose work I generally find can be rather weak, such as Nate Pride or Tim Truman, really did a good job of what they had in here. It's all in black and white, mind you, but Josh Timbrook's picture for Lageni and the pieces Mark Smylie did for the prestige classes really are wonderful (I've always been a fan of Josh Timbrook's, and I've said this before, but damn can Mark Smylie draw plate mail!).

Price-wise, well, let me say, I think you'll find few hardcover books this good, with this many pages, with this quality artwork, for this price these days. Unless it's been hiked up since I first bought it, it goes for all of $25, for a 250 page hardcover book (Note: Just realized that this site says it's 224. Being that I'm looking at it now, the site is wrong - even discounting the two page map, introduction, table of contents, index and the like, it still runs about 240 pages). No, the artwork isn't in color, but it's also of greater length than the slightly more expensive, still in black and white Ravenloft Campaign Setting, and vastly less expensive than either the Dragonlance Campaign Setting or the Forgotten Realms Campaign Setting. While picking up the Creature Collection Revised is suggested for running a Scarred Lands game, as many of the monsters mentioned within the Ghelspad hardcover are described there, thus diminishing some of the value one gets out of this books price, one could still run a Scarred Lands game based on this book alone and get across the proper feel of the setting.

While the setting itself isn't quite as different or out there as, say, Planescape or Midnight, I will say that of relatively mainstream settings, the Scarred Lands is possibly the most unique, and furthermore, best developed for third edition. The Ghelspad hardcover offers up a pantheon and continent that work together, that blend and meld into one another, that aren't just a patchwork of gods and countries. As a setting made for third edition Dungeons and Dragons, as opposed to second or first such as with the Forgotten Realms and Greyhawk, the Scarred Lands also better integrates many of the edition changes made between second and third edition, instead of backtracking like other settings have. The book does have a few small minor issues; it fails to detail a few new Clerical domains shown in it, and doesn't describe the Arcane Heat effect which is referred to frequently in other Scarred Lands books (this one included, though it does offer up a page reference to Relics and Rituals), amongst a few other things, but, for the most part, the Ghelspad hardcover is a well-written, well-organized, interesting book, the setting easily the rival of any out there, and both better priced and supported to boot.
 

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