When you really want to lay the smack down on the Scourge...
If I had to use one word to describe Shadows & Light, the latest supplement for Warcraft d20, that word would be epic. That’s right, epic support comes to the World of Warcraft. This last book in the original series runs for $24.99 and has 176 black and white pages. Seeing as how I’ve seen books of 128 pages run for that much these days, that’s an excellent price.
Being a Warcraft book, the art is fantastic. We have fan favorites like Chris Metzenand Samwise Didier bringing the setting to live with a host of other artists. The writing is handled by a large staff funneled through editor Ellen P. Kiley. Layout is standard two-co7umns with a border that changes according to the chapter you’re in. The fiction uses a larger font that’s easier to read, but takes up more space and is in one column format on a crinkled page effect for its border. Art separating the chapters is in an extreme letterbox format with the chapter title above the image and a lot of black space beneath it. The book includes no index, but does have a three page table of contents so things are easy to find.
Broken up into four chapters, chapter one starts off with epic core classes from the original Warcraft book. This updates healer, runemaster, scout, and tinker to 30th level and then moves on to prestige classes to 20th level like the druid of the wild, elven ranger, marksman, necromancer, paladin warrior, and priest. Lots of great illustrations by Samwise that give each class it’s own feel. Each one includes background details and game mechanics including hit dice, skill points, and special abilities in addition to the advancement table for each class. The only thing missing is say PrCs from other Warcraft books like the Warden or Blademaster. Those should’ve been crunched in an appendix or something is space was needed.
The chapter rounds out with epic and regular feats. This included things like Expanded Weapon Focus where your various skills with your weapon (weapon focus, specialization, etc…) apply to all weapons. Others like Combat Balance , allow you to wield weapons as if they were one category smaller so a human could wielded a greatsword as a one-handed weapon. That bothers me a little as we do have official versions of this and I don’t want to argue with my players about it as this is clearly better than Monkey Grip. On the other hand, it’s epic.
Chapter Two, legends, starts off with role playing information on using powerful and famous (infamous) characters in your campaign before moving into a bestiary of the powerful people of the campaign setting. This includes those still among the living like Cairne Bloodhoof, the Chieftain of the United Tauren Tribes and those who’ve passed on like Ogrim Doomhammer. Each character has game stats for them at one of their peaks and then goes into background, role playing notes and combat options. Here we see one screw up in layout as Jaina’s image, or the spot where it should be on page 48, is blank white space. For the most part though, it’s an interesting read that might’ve benefited from a reorganization of living and dead characters.
Chater three, Eternals, provides details and statistics for the ‘divine-like beings of Azzeroth”. This includes a quick break down of different epochs as well as ideas on how to use an Eternal in the game without turning the game into a munchkin paradise.
The section is more interesting to me for the background on the setting than any actual use I’d get out of the creatures. Take the first Ancient, Agamaggan, ‘one of the first creatures ever to wander the raw and untamed land.’ Clocking in at a CR of 54, this massive boar represents power, but despite that, fell in combat with the Burning Legion against the pit lord Mannoroth. Others still lurk in the shadows like Queen Azshara, the queen of the naga who is slowly building up her people’s strength or the possible rebirth of Cenarius or Elune’s status as the ‘only true goddess’ in the word clocking in at a CR of 92.
Those interested in the cosmology of the setting will enjoy chapters four and five. They provide a quick and brief breakdown of the different aspects of the planes according to the Warcraft setting. Unlike the Scarred Lands book, it doesn’t go through detailing each plane as basically the same as the official versions but rather gives a few notes on how these planes are unique. This isn’t to say that there aren’t notes on unique aspects of the planes here. Take the Emerald Dream for example. Encounter tables are provided, as well as methods of accessing the plane, features and locations, adventure hooks, and even a new template. One of the demi-planes most will be interested in is the Outland as that’s played a prominent part in the Warcarft setting being the former home of the orcs’, Draenor. Those looking for more challenges though will enjoy the section on the Infernals as it includes several new creatures like the Nether Dragonand Netherwyrm.
The appendix includes new spells and magic items. Not a lot of spells here, so there’s no need for a class and level breakdown. Instead we start off with the 9th level spell Call Infernal and move on to Finger of Death Greater, a 12th level spell that can be cast as a quickened action with no saving throw, but spell resistance. In terms of magic items, yeah, it’s a selection of mighty items including the Bow of Elune and the old Doomhammer itself.
For those Warcraft games where standard levels aren’t enough to keep the action moving, Shadows & Light moves things into the epic realm with new progression tables, allies, enemies, locations and magic items to spice things up.