Sheoloth: City of the Drow
Mongoose Publishing product number MGP 5005
By Sam Witt
256 pages, $34.95
Sheoloth: City of the Drow was a massive undertaking. In 256 pages, Sam Witt attempted to create an entire Underdark drow city, giving it a coherent history filled with specific happenings yet generic enough to plug into most campaign worlds, designing it in a way that is both logical and out-of-the-ordinary, and populating it with interesting characters and factions. His purpose is to give the DM a city he can use in his game world, either as a place to visit when running his players through a series of Underdark adventures, or possibly as the main setting for a drow-based campaign. He took on a rather heavy load with this one, and he did an okay job with it. I think he's got a lot of cool ideas in here, and a fair share of problems as well. I'll try to spend equal time at both ends of the spectrum.
First, let's look at how the book is laid out:
- History: 8 pages of the history of the schism between elf and drow and the founding of Sheoloth
- An Overview: a down-and-dirty thumbnail sketch of Sheoloth as a whole, including a city-wide map of the caverns making up the city
- Life In Sheoloth: the different social castes living in Sheoloth, from disposable slaves to drow clergy, and including such things as drow holidays celebrated in the city
- Powers of Sheoloth: various factions in Sheoloth, from powerful merchants and nobles to the leaders of the drow religion, to hidden arcanists trying to undermine the power of the clergy
- Magic of the Drow: necromantic domination (using the energy of the undead to control living beings), fleshbuilding (altering living tissue into building materials), and virurgy (disease-borne spell energy)
- Darkness and Heresy: the Incabulos Heresy (arcane spellcasters stealing divine spells from the gods) and the Woven Mothers (an undead template for drow priestesses)
- Ward Descriptions: the majority of the book - over 125 pages describing each section of Sheoloth (there are 25 total, from the Ashen Bulwark to the Witch Daggers)
- Ward Summary: charts listing the quantities and types of buildings - shops, offices, and workshops - in each ward of the city
I like to start my reviews with the cover, so I'll just say that this is another excellent use of Chris Quilliams' considerable talents. (Anne Stokes is given co-credit for the cover, but as only Quilliams signed it, I'm willing to bet Stokes was responsible for just the lettering and general cover layout.) There is a good level of detail, not only in the female drow in the foreground (wearing a very intricate metal headdress with what could be either devil horns or insect antennae, and with elaborate trim along the neckline of her robes) but also in the drow in the background and the coral-like stone structure behind them, and the stone-carved buildings behind it. Despite the drow having dark skin and wearing dark clothing (as you'd expect them to), Chris managed to add some nice color contrast in the orange and yellow stone in the background. I personally wouldn't have gone with purple as the non-artwork background of the book, but I guess purple does have a "drowy" feel to it.
The interior artwork is for the most part pretty well done, this time by five different artists - four of whom also contributed to
The Quintessential Drow. In fact, this is a good place to point out that several pieces of artwork appear in both books, specifically those on pages 33, 51, 80, 113, 147, 150, 164, 165, 191, and 193. Some people really hate "rerun" art - I don't have that much of a problem with it, and I was glad to see that at least the "reruns" were all drow-themed. (On the other hand, the "reruns" look like they were commissioned for
The Quintessential Drow, since more times than not they "fit" the nearby text better there than in
Sheoloth.)
And that segues nicely into my first real criticism of this book. Nowhere is it mentioned that
Sheoloth: City of the Drow is in effect volume 2 of a 2-volume set, but it references stuff from
The Quintessential Drow (while not always stating that that's where the item in question can be found) so often that it might as well be. There are numerous references to fleshcrafting, the rules for which are found in
The Quintessential Drow. Likewise with ovarisites, the spiderlike creatures intrinsically linked to drow gestation (which is itself an inherently cool idea, and one I like
much better than the supposition - put forth in a
Dragon Magazine article a year or so back - that drow females always gestate twins but one kills the other in the womb, and the pregnant - and evil - female drow really, really likes the feeling of one embryo strangling another). I much rather prefer Sam Witt's chilling - and more plausible, even in a fantasy setting - idea that these ovarisite spiders take the embryo from the drow's womb at an early stage of its development and provide a womblike environment in their own bodies, while they suck nutrients out of the slave creature they adhere to during the fetus' growth. Still, my point is, as cool as these concepts are, they are mentioned but not detailed in
Sheoloth - if you want details, you'll have to pick up
The Quintessential Drow.
Unfortunately, there are other undoubtedly cool concepts referred to in
Sheoloth that are
not detailed in either book.
Sheoloth makes numerous references to something called necrore, which I'll go out on a very small limb and assume is some sort of "necromantic ore" mined by the drow - or better yet, by their nondrow slaves. But what is it? What does it do? What game effects does it have? How rare is it? I've read both books cover to cover, and I still have no idea. Likewise with the necromaton, which may be nothing more than a fancy term for a skeleton or zombie ("necromantic automaton?") but which is not explained in either book. Sam also mentions (on page 25) that the drow of Sheoloth have categorized at least three different types of undead created when slabs of loose rock crush victims into paste. This is an intriguing concept and I'd love to see the stats for these creatures, but unfortunately they don't exist in either book, either.
On page 194 there is a reference to Appendix B: Adventuring in Sheoloth. However, not only is there no Appendix B in this book, there's no Appendix A either! (I saw no references to Appendix A, so I have no idea what it's supposed to be about.) I would hope that this missing material might someday soon show up on either the Mongoose website or their
Signs & Portents magazine (preferably the website, where those who already paid $34.95 for this book might get the missing stuff for free).
Interspersed throughout the book are pages or half-pages of fiction. I'd like to go on record here by stating that in my opinion, Sam Witt does the best tie-in fiction I've ever seen in the pages of any Mongoose book. In
Sheoloth, each of these fiction blurbs is a continuing story of a drow male (with the unfortunate name of Blade, proprietor of a weapon shop called...groan with me now..."Blade's Blades") and the half-drow female he finds in the streets of Sheoloth and trains over the course of the next few years. The fiction is entertaining, and Sam Witt is
the master of placing interesting fiction blurbs that actually cover the game material you just read on that or the previous page. Some people see such fiction blurbs as frivolous page-fillers; I think Sam's fiction is entertaining as-is but definitely enhances the game material presented, emphasizing an important point or adding on another relevant fact about the topic in question.
The "Magic of the Drow" section is 67% cool: necromantic domination is a very powerful tool, and strikes me as something the drow race would discover, but it's also dangerous enough to have definite limits and isn't something anyone in their right mind would want to trifle with. Similarly, virurgy is appropriately disgusting (the associated fiction has a drow virurgist scraping the oozing pustules from a mind flayer's body, harvesting material for his craft) and has rules that seem to work well. Fleshbuilding, on the other hand, seems nothing so much as just downright silly. (The nondrow male victim illustrated on page 87, with his bloated body and dangling genitals, wasn't really necessary in my view, either.) However, even though I liked two of the three concepts listed here, these seemed much more appropriate in
The Quintessential Drow than here in
Sheoloth. I can only suppose what didn't fit in
The Quintessential Drow showed up here - if nothing else, it would explain why the 128-page
Quintessential Drow had an index in the back and the 256-page
Sheoloth: City of the Drow, which arguably needed one even more, didn't - the pages were put to use on overflow from the first book.
I'm actually of two minds about Sheoloth (the city, not the book about it). I think Sam did a pretty good job of designing an Underdark drow-filled city, as far as coming up with 25 distinct districts (or wards, as they're referred to) and filling them with interesting people and factions. I really like the fact that each of the 25 wards has a list of several of the more important buildings found there, complete with stats for the people running the shops (or residences, or whatever) and a plot hook for each building detailed. That really makes the DM's life a lot easier! On the down side, despite the fact that both covers say the material in
Sheoloth is 3.5 compatible (the back cover states: "This product utilizes updated material from the v.3.5 revision"), much of the material is in fact 3.0 - the spells are 3.0 (
change self instead of
disguise self,
polymorph self instead of
polymorph,
polymorph other instead of
baleful polymorph), the skills are 3.0 (Pick Pocket instead of Sleight of Hand, Wilderness Lore instead of Survival ), the statistic formats are 3.0 (no Base Attack or Grapple bonuses listed), and so on. Also, I was rather disappointed with the maps. Maps seem to be one of Mongoose's overall weak points: they seldom have scales posted or even square grids, and these maps fail on both counts. In addition, several maps are incorrectly numbered (the map of the Vault of Tombs on page 211, for instance, has the guard towers marked as area 2 while the description lists them as area 3, and area 4 (the Adamant Spire) does not show up on the map at all, unless it's the area marked as "2" (the Moneylender's Bazaar - in which case where's area 2 supposed to really be?). Most of the maps look pretty much the same, too: rather stomach-shaped, with a narrow corridor at either end and a "bulge" in the middle where all the buildings are.
Finally, here's my biggest problem with the maps: all we get are overall areas of vast sections of the city, with not a single building map at all. I would have liked to see some unique drow architecture. For instance, Sheoloth is ruled by female drow clerics. Wizards (mostly drow males) have been given a section of the city to "rule" by themselves, partly to keep them all in one place where the priestesses can keep an eye on them. This wizard-area of the city is a cavern of hanging stalactites known as the Witch Daggers. The nine most powerful wizards each live in one of these hollowed-out stalactites. Cool idea, and this would have made for an excellent map. I would have been content with just one of these wizard dwellings, no need to do up all nine. But a wizard's inverted tower hanging from the ceiling of the Witch Daggers cavern would be a cool place for an adventure, whether the PCs were infiltrating the place and stealing something of importance, or assassinating the wizard (and his minions) living within, or perhaps fighting off enemies attacking the wizard for an appropriate award. Similarly, I'd have liked to see how a temple to the Dark Mother (only Wizards of the Coast can use the name "Lolth") was laid out, or a couple of sample drow shops. The big-picture maps presented in the book serve their purpose for the DM, but several building maps would have been as big a help, if not more so.
I was surprised to see that there were as many errors in the book as there are, especially with
two editors assigned, Matthew Sprange and August Hahn, as well as a third person (Mike Jeff) assigned as proofreader. I can only guess that they let a spellchecker program do most of their work for them, because I found an inordinate number of errors with just one read-through of the book, and most of these were of the missing-word variety, or the dropping of a letter in a word that formed another word (and that a spellchecker would therefore miss). Since I harp on this problem rather frequently in my reviews, I thought this time - since this book is such a bad offender in this regard - I'd name some specifics:
- Page 6: "at are gates" should be "at our gates"
- Page 12: the map has a location marked "Outland Theives" which should be "Outland Thieves"
- Page 25: "attacks by other salves" should be "attacks by other slaves"
- Page 40: "Blade sent most of the next three days" should be "Blade spent most of the next three days"
- Page 40: "she kept stumbling among to his orders" should be "stumbling along to his orders"
- Page 42: "Not only must the provide assistance" should be "Not only must they provide assistance"
- Page 44: "all the real decision" should be "all the real decisions"
- Page 46: "an hours' time" should be "an hour's time"
- Page 46: "the first days is" should be "the first day is"
- Page 76: "'No,' hew hissed" should be "'No,' he hissed"
- Page 101: "his immediately family" should be "his immediate family"
- Page 131: "then he nodded and her off to bed" should be "then he nodded and sent her off to bed"
- Page 141: "Looking around the hop" should be "Looking around the shop"
- Page 143: "pungal pit" should be fungal pit"
- Page 145: "haold" should be "hold"
- Page 194: "Leviathon" should be "Leviathan"
- Page 210: "baking institution" should be "banking institution" (that was a rather humorous one!)
- Page 210: "had to found" should be "had to be found"
- Page 234: "Panwbroker" should be "Pawnbroker"
- Back Cover: "Adaptable to any exisdting campaign" should be "Adaptable to any existing campaign"
I think that's more than enough to make my point, but there are also instances of sentences being cut off at the ends of the boxed fiction blurbs (see page 123) or in some of the charts (see page 116).
There were some other things I found odd in this book as well. Some of the NPC stats had half-points in their skills. Now, I can understand if you're in a character class that only gets, say, 2 Skill points per level, and there are some cross-class Skills you want for your character, that you could end up putting your final Skill point into a cross-class Skill and only end up with "half a point" for the effort. But why in the world would you have two different Skills with half-points in them at one time, like Garis Friloshallika on page 63? (And he claims to have an Intelligence 17! For shame!) Is Fyarril Isthaza, on page 116, a male as his stat block claims, or a female as her description claims? If Croula Luzkar (page 179) is only 3 feet, 1 inch tall due to fungal preservative gels stunting her growth as a child (cool background, by the way), why is she listed as a Medium creature? And how could she possibly ever be mistaken for her Chief Accountant, Thelozi Luzkar, who stands 6 feet tall? On pages 215-216, why do Kevvett and Darnev Olnarvyn, two 14th-level wizards who are brothers as well, have
exactly the same 69 spells in their respective spell repertoires? For that matter, the only differences in their attribute scores are Strength 10 vs. 12 and Intelligence 19 vs. 17. Even if they were identical twins (which is not mentioned), you'd think they'd have learned
some different spells. And how is it that Darnev manages to have Spell Mastery of
disintegrate when that spell isn't even known to him (according to his "spells known" list)? Either somebody was taking a shortcut, or one brother's spell listing was accidentally copied onto the other. But the question remains: with two editors and a proofreader, why am
I still catching all of these mistakes after reading the material only once?
I can heartily recommend
Sheoloth: City of the Drow to those DMs looking for a ready-built drow city for their Underdark campaigns, but only if they: 1] already have, or are already planning to purchase
The Quintessential Drow, 2] don't mind creating all of the building floor plans themselves, and 3] don't mind playing the "figure out what word is missing from this sentence" game. If you fit the criteria, then by all means pick up the book - it is, despite its flaws, filled with all kinds of disgustingly appropriate and flavorful Drow features. (One of my favorites is the corpselight, a "streetlight" made from the body of a still-living torture victim kept alive by magic so his body can be siphoned away at the rate of 20 lbs. per month. I also loved the Incabulos Ritual and the Woven Mothers template in the "Darkness and Heresy" chapter.) If you don't fall into the above category, however, I'd recommend carefully looking the book over for yourself before plunking down your $34.95.
Oh, and the spiders on the outside borders of the pages are very cool, and rather realistic. Arachnophobes be warned!