This is not a playtest review.
Testament is a 3.0 d20 sourcebook for roleplaying in the biblical era from Green Ronin.
Testament is a 240-page mono softcover product costing $32.95. The page backgrounds are a darkish grey and the font is small which may cause readability issues for some, but for most this means a heck of a lot of info is packed into the 240 pages and there's little 'wasted' space (1 ad at the back). Titles and subtitles are in an ancient-style font, with all the vowels underlined, which look cool but takes a bit of getting used to. The quality of the art is generally good though varied in style, and is on the whole appropriate to the text it sits alongside. Writing style is educational, intelligent, and engaging. Editing is fine with occasional minor errors.
Introduction: Age Of Bronze, Men Of God
The introduction gives an overview of the important aspects of the setting - in particular how the different cosmologies of the setting are treated, the different eras that are available for play, and introduces the concept of Piety to replace Alignment. The setting is pseudo-historical in nature, with many of the elements of the bible extrapolated to make the game playable in d20 terms.
Chapter 1: Characters
The chapter begins with further detail about the different eras available for play - ranging from before the Flood (approx. 3000 BCE through to the Maccabees (323-135 BCE). Moving on, we have character nationalities rather than Race - Babylonian, Canaanite, Egyptian, and Israelite (with allowable classes and regional languages). The following section details Flaws, of which each character HAS to take one - these include such things as covetous, lecher, superstitious, and wrathful. The languages noted in the nationalities section are detailed a little further here too - you get to find out where Nubian was spoken, and when Ugaritic was common in Canaan. A new skill, Literacy, for written forms such as hieroglyphs and cuneiform is also offered.
Chapter 2: New Character Classes
A table reiterates the allowable character classes and prestige classes for each nationality. We see no barbarians, druids, monks, or wizards, but the remainder of the core classes are still to be found. Several new core and prestige classes can be found to replace those missing:
* Levite Priest - an alternative cleric, with lower hit die but more skill points and spontaneous casting of almost all cleric spells (limitations reflect the taboos of the time) as well as access to druid and arcane spells under certain conditions. To balance this, a number of spells are termed Difficult - showy spells that do not work without an additional Piety check. The Levite Priest also gains a number of powerful class features such as the ability to turn/rebuke those that are demon-possessed, speak with serpents, and cause disease. Available only to Israelites.
* Psalmist - an alternative bard with more cleric-like spell list who can cast spells through psalms and is empowered when others join him in song. Available only to Israelites.
* Khery-Heb - alternative wizard specialising in magical scrolls and charms, as well as being able to turn into an animal-headed human, like the depictions of Egyptian gods, at higher levels. Available only to Egyptians.
* Magus of the Starry Host - alternative wizard who rely on astrology to power their magic and gains access to the domain of Heaven, as well as being able to make magical incense and potions. They have no spellbooks or scrolls. Available only to Babylonians.
* Qedeshot - alternative bard/cleric, who performs magic through sexual/sensual/dance performances, and is a cleric of the fertility goddess Asherah/Ishtar. Various bard-like powers are available through dance and sensual acts. Available to Babylonians and Canaanites.
* Spy - specialist in intrigue and concealment, with skill bonuses and a limited arcane spell list (available from 4th level) to enhance this focus. Also gains bonuses to defence and movement.
Additionally, there are a number of 10-level prestige classes in this section:
* Champion of Israel - combat-orientated PrC, expert at causing damage with great blows. Israelite only.
* Judge - PrC with ability to judge sin in others. Non-standard save progressions. Israelite only.
* Prophet - PrC focused on consecration of place and person, along with divinatory abilities, and odd-level divine spellcasting level improvements. Israelite only.
* Ren-Hekau - Thoth-worshipping experts in the magic of names and words, with odd-level spellcasting level improvements. Egyptians only.
* Desert Hermit - holy mystic available to any nationality, a sort of desert ranger/cleric mix.
* Idol-Maker - PrC specialising in making idols imbued with sentience and spells, which can also be animated. Available to all nationalities except Israelite.
* Master Charioteer - Egyptian and Israelite PrC specialising in driving chariots.
* Royal Astrologer - PrC focused on astrology for divinatory purposes, with gains to spellcasting class every other level.
Chapter 3: New Feats
Over forty new standard feats are presented in this chapter. Several of these are marked as being suitable for use with the mass combat system presented later in the book - battlefield magic. There are also a number of divine feats such as godstrike (spend XP to improve an attack roll), and exalted spell (a metamagic feat that improves the effects of bless and similar spells). Other spells are more mundane such as farmer, herdsman, and mountain born, which reflect the focus on more mundane tasks that the setting also has.
Fifteen further feats are separated into their own section and termed Mythic Feats. These feats are recognised as unbalanced for normal play by the author, but made available to give a mythic feel to the setting if the GM is happy with the lack of balance. These include feats such as divine grace (cannot be killed in battle), and slaughterground champion (increases the number and effects of whirlwind attacks that can be made in a round).
Chapter 4: Piety
This system measures how dedicated to the tenets of their religion a character is. Each character starts off with 0 Piety Points and can gain or lose points depending on their actions. Losing points eventually ends up with the character becoming cursed by his god, whilst gaining Piety Points allows a character to ask a boon of his god once per session (at no cost), which includes such things as bonus hp, a smite evil attack, or a prophetic vision. A Piety check must be made if a character comes into contact with sources of great holiness or unholiness and can suffer some pretty nasty afflictions if they fail. Different methods of gaining Piety are described in detail, and there are tables for sins that can cause loss of Piety for each of the nationalities. Various 'Temptations' are also described, which allow the character to make use of the powers of unseen devils and demons at the cost of Piety points. There is also a short section on making oaths and their impact on Piety. There is also a sidebar discussing the optional rule of using Piety instead of alignment, with some rough guidelines for GMs to set a character's Piety score where necessary.
Chapter 5: The Biblical Battlefield
This chapter details the Biblical Battlefield Resolution System. In biblical stories, one hero can slaughter mountains of the enemy and thus the rules are fairly abstract to allow for both mass destruction and heroic single combat within a biblical battle. The system is similar to other mass combat systems in that groups of soldiers are broken down into units (actually 3 'sides' per army) with stats much like a single character, and the d20 combat system is then applied with a few changes for such things as movement and spellcasting. Captains of units can also engage in one-on-one combat with other captains and heroes. A morale system is also added whereby a unit must make a morale check when significantly damaged. Aspects of terrain and troop quality also have an effect. A number of Battlefield Feats can be applied to the units and some ideas of how different types of armies use combinations of Battlefield feats are given. The chapter ends with a fairly lengthy example of how the system works in a battle between Israelites and Assyrians.
Chapter 6: Economics, Community Management, & Equipment
The first section of the chapter describes a simple but neat system for bartering, involving Bluff and Appraise checks for certain goods. Various new pieces of equipment are then detailed and included in tables alongside their available counterparts for the setting (many items of equipment are just not available in these historical eras). New equipment includes the khopesh, leather cloak, chariots, camels, myrrh, saffron, and land rental prices for farming.
The next section of the chapter looks at community management - this is an optional system for GMs who want to get the players to experience the realities of bronze-age agrarian lifestyle. Adventures take place between the important tasks of growing and gathering food and drink, and the community management system looks in detail at this more mundane side, with random events affecting the community and its livelihood. The system is somewhat reminiscent of a cross between the Winter Phase in Pendragon and the random regional events in Birthright, and provides an unusual and interesting backdrop to the game that has not really been addressed by previous d20 products AFAIK.
Chapter 7: New Spells
This chapter provides well over 100 new spells, as well as five new domains (desert, fertility, heaven, pestilence, and thunder). These new spells provide a plethora of choice for the new classes as well as the old, and include such spells as bestow affliction (e.g. cataracts, impotence, phobia), compel true name, dance of nakedness, exile, infant's augury, inflict pain, mass curse, plague, rain of blood, sense temptation, wall of thunder, and, of course, water into wine. There are some nice expansions of the bestow curse spell too. I did notice that a lot of the spells seemed to fall into the bracket of levels 3-6.
Chapter 8: New Magic Items
A relatively short chapter with a variety of magical items such as various wondrous incense (e.g. fascination, peaceful rest, poison protection), amulets (or mekhtets), a couple of staffs, a few wondrous items (e.g. bowl of demon binding), some minor artifacts (e.g. Breastplate of the Lord), and some major artifacts (e.g. Book of Thoth, tablets of destiny, and of course the Ark of the Covenant). There are also a number of weapon and armour special abilities such as weapons with multiplying criticals, and holy/unholy armour.
Chapter 9: Biblical Bestiary
Over 30 new monsters are provided in this section, although many of them are broken down into sub-sections of angels, devils, and demons. Angels are given an appropriately wrathful twist to mirror their descriptions in the bible - we get cherubim (storm angels) and seraphim (fire angels) as well as the mazzalim (guardian angel), which fits with more modern concepts of angels. Possessor demons are described, along with a demon-possessed template, and we also get tempter devils and ruination devils. More mundane monsters are included such as aurochs and hippopotamus, as well as legendary creatures such as the phoenix and the Giant Nephilim (as well as a half-nephilim template and an undead variant called rephaim).
Chapter 10: Geography Of Israel and Canaan
A single page chapter giving a brief overview of the major geographical features of the region along with a map of the major communities in the area.
Chapter 11: Israelite History
If you don't know the bible, this chapter details the important events in the history of the Israelites from 'The Beginning' through to 135BCE. All the important people such as Cain, Abraham, Moses, Joseph, Samson & Delilah, David & Goliath, and King Solomon are all discussed and statted out. Sidebars add interesting historical notes and gaming advice to the discussion, and each of the four eras discussed includes a detailed timeline and a brief gazetteer. Events include the Exodus, the fall of the city of Jericho, the loss of the Ark of the Covenant, the war between the Israelites and the Philistines, the Exile, and the Maccabees.
Chapter 12: Israelite Culture
This chapter looks at a whole slew of economic and social issues such as housing, food, recreation, law and order, prostitution, and slavery. There's also information on the calendar and ideas for character names.
Chapter 13: Israelite Religion And Cosmology
This chapter discusses the priesthood, sacred law (e.g. the ten commandments), temples, symbology, and cosmology.
Chapter 14: Canaanite History
This is a one-page chapter giving a brief overview of how the Canaanites fit into the historical proceedings.
Chapter 15: Canaanite Culture
A two-page chapter covering much the same ground for Canaanites as Chapter 12 did for Israelites, only much shorter.
Chapter 16: Canaanite Religion And Cosmology
Another short chapter discussing the Canaanite pantheon and their temples.
Chapter 17: Geography Of Egypt
Some information on the population, cities, and neighbouring nations of Egypt
Chapter 18: Egyptian History
Discusses the history of Egypt from creation myths through to 30 BCE with a timeline, typical NPCs, as well as stats for famous NPCs such as Cleopatra and Ramesses II.
Chapter 19: Egyptian Culture
Covers much the same ground as previous cultural chapters but also includes information on Egyptian pets and hieroglyphs.
Chapter 20: Egyptian Religion And Magic
This chapter takes a look at the Egyptian pantheon (including such notables as Isis, Horus, Osiris, Thoth, and Set). There is also a section on the Egyptian afterlife and mummification, religious symbology (ankh, scarab, etc.), cosmology, and temples. Strangely, there is little on the pyramids.
Chapter 21: Geography Of Mesopotamia
A single page chapter with a map of the area and notes on the major cities.
Chapter 22: Mesopotamian History
This chapter looks at the various city-states of Mesopotamia from a historical standpoint, including detail on Sumer, Babylon, Assyria, and Persia. Sidebars cover information on the famous epic of Gilgamesh and the Hanging Gardens of Babylon. There is also a brief timeline.
Chapter 23: Mesopotamian Culture
Covers much the same ground as previous cultural chapters with information on social, economic, and political issues, as well as the Babylonian calendar and suggested Babylonian names.
Chapter 24: Babylonian Religion
Deals with the less well-known Babylonian pantheon (Ishtar, Nergal, Marduk, etc.) as well as the cosmology and temples (and priests), along with a sidebar on Zoroastrianism.
Chapter 25: Campaigning
This short chapter gives advice on creating an authentic feel to your biblical roleplaying campaigns, with ideas for using biblical-style speech and advice for handling the religious issues that might arise. One section may help GMs deal with this particular aspect by bringing in a more fantasy element into the setting, such as making the kings of nations into dragons, or introducing 'what if?' scenarios to the campaign such as if Moses died during the Exodus.
The book ends with a decent bibliography (including games, references, and web sources), weapon reference tables, equipment and goods prices, and a 2-page index.
High Points:
Both the level of research and the way in which the setting has been handled to give a rich but playable setting is exemplary. The rules heighten the authenticity of the setting by giving it an epic feel, full of prophecy, impending doom, and the influence of gods and famous NPCs of the different eras. I particularly liked the Piety system, which seems a very useable system for other settings, with appropriate changes made for cultural differences.
Low Points:
I would have liked to have seen more direct adventure ideas in the final shorter chapters of the book, though the text and the timelines are full of possibilities. I would have liked the author to have taken some of these up and developed them as adventure ideas, as he did such a good job on the rest of the product. My only other desire would be to have had some more information on pyramids in the Egyptian chapters.
Conclusion:
Certainly one of the best written and designed campaign settings released under d20. I would have had little interest in the setting before reading this product, but the breadth and depth of the product impressed me hugely. The manner in which the ruleset is tied into the setting to enhance its authenticity is certainly one aspect that anyone designing a campaign would do well to take note of. And there are plenty of other rules and ideas that could benefit non-biblical campaigns and adventures.