*Note: There are two reviews by staff members of the d20 Magazine Rack for this product. Both are being included to illustrate the differences in style and opinion. Any comments about this review should be left at the d20 Magazine Rack under the original review location if you wish the reviewers to respond.
By Steven Creech, Exec. Chairman d20 Magazine Rack
Sizing Up the Target
This review is for
Lords of the Peaks: The Essential Guide to Giants by James Maliszewski and Steve Kenson. Published by Paradigm Concepts, this 96-page book is part of the Races of Legend series and retails for $18.99. Lords of the Peaks is the OGL Interlink companion to Green Ronin's
Hammer & Helm (a book on dwarves). The cover art for each book is meant to be joined together to form a larger image.
First Blood
Lords of the Peaks is designed to be more of a GM toolkit for giants rather than a definitve guidebook. Each "standard" race fo giant is given their necessary space for discussion (pun intended). The entry for each type of giant is typically broken down into physical description, combat and warfare, weapons, strategy, society, realtions with others, environment, and example NPC giants. There are also notes on how to fit giants into Paradigm's campaign world of Arcanis.
In addition to the standard giant races from teh MM, the book also addresses Celestial giants (makes sense, don't it?), giant-kin (such as ettins, cyclopes, ogres and trolls), and half-giants. While not as in-depth as the primary ginats' entries, there is still interesting information here.
The remainder of the book discusses game mechanics features like templates, prestige classes, skills, feats, religions, spells and magic items. There are two new skills and 43 new feats that are not necessarily restricted to giants. Five giant prestige classes really add flavor (except for the giant-slayer PrC whic is rather self explanatory) to giants.
Critical Hits
Giants have long been ignored in regards to being developed to their full potential. They are cunning cretures and this book shows that fact very well. The "crunchy" stuff is where the hits lie. The introduction of the epic level celestial giant gves high-level parties something to be cautious about. Until now, I would have never considered using templates in the fashion they have been used in the book. The example giants listed further underscore this fact. Who would have dreamed of a could giant ghost or a frost giant werewolf?
Critical Misses
Honestly, there isn't much to complain about with this book. The only shortcomings deal with the brevity of certain sections such as the celestial giant and half-giant. It would have been nice to have seen more written in these sections.
Coup de Grace
Lords of the Peaks is certainly a book any giant lover should own. While primarily of use to GMs, it has potential for use amoung some players. It contains some great world neutral information for making giants more life-like and formidable. By using templates, you will quickly have your players running for their lives. In short, this is a great book. Buy it.
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By Bruce Boughner, Staff Reviewer d20 Magazine Rack and Co-host of Mortality Radio
Sizing Up the Target
Lords of the Peaks is a 95-page soft cover accessory published by Paradigm Concepts and is the first in the series of OGL Interlink supplements and dovetails into Green Ronin’s Hammer and Helm: Guide to the Dwarves. Steve Kenson and James Maliszewski are co-authors of Lords of the Peaks, penned this Handbook. The cover is by Jim Pavelec and is a triptych cover to Hammer and Helm, interior art is by a handful of artists and is very well done and fits the content of the pages they’re sported upon. Lords of the Peaks retails for $18.99.
First Blood
My broadcast partner, Adlon, first showed me this book a few months ago right after GenCon and I could wait to get a copy of it. This again is an example of the d20 Open Gaming License at it’s finest. As described by Team Paradigm, Paradigm and Green Ronin both announced on the same day with similar release schedules a guide for Dwarves. Creative co-operation ensued and the OGL Interlink was born. Giants and Dwarves, Elves and Orcs, Drow and Mind Flayers are the initial pairings, each with the same tryptich cover idea pitting Paradigm’s Races of Legend against Green Ronin’s Races of Renown.
The book opens with sections on what is product identity and what is open gaming content is given. Well-defined sections break them up into very easily identified information. Paradigm’s Codex Arcanis world is generally the product identity section as each grouping of giants is applied to the Living Arcanis setting. Mr. Kenson, again kudos to all, this co-operation is exactly what d20 is all about.
Giants, a long overlooked subject. Mot since Gary Gygax’s Giant G1-3 series have the behemoth’s been given such a great treatment. Giants got put on the backburner to other races as time wore on and they became oversized cannon fodder for DM’s, well NO MORE!!!!!!
Giants are treated as more than rock throwing, mountain living recluses and more like the deadly foe they should be, taking their place along side the dragons, vampires and drow for character destruction.
Each of the core class giants are treated in their own section, Hill, Stone, Frost, Fire, Cloud and Storm, are each given a physical description, combat tactics, favored weapons, society (and these differ from sub-race to sub-race), relationship to others, environment and use as characters. Then a short section on how to use these brutes in Arcanis and examples of each one in generic, low medium and high level NPC form. NPC’s like a 4th level Frost Giant Barbarian, a 7th Fire Giant Sorcerer or a 7th level Storm Giant Cleric.
A new Giant race, the Celestial Giant is then laid out for use. Statue-like in appearance, these gargantuan creatures tower over the other giant races and stride across the multi-verse studying it’s secrets. 10th level Psions and 12th level sorcerers are given as examples.
The differences between True Giants and Giant-kin are defined leading into a short treatment on Ettins, Cyclopes, Ogres, Ogre Magi and Trolls. Half-Giants are then focused on, with the same treatment as True Giants.
Friends and Foes are then the foci, Dwarves, elves, humans, giant beasts, goblinoids and Orcs are given a base relationship to go by. Then the book takes an unexpected turn. It applies the Template system to the giants!!!! They then give as examples, a Cloud Giant Ghost, a Half-Red Dragon/Half-Fire Giant and a Frost Giant Werewolf!!! Outstanding!!!!!
Feats and skills are given to these now very-dangerous creatures. Bones for My Bread (fee, fie, foe, fum, indeed), Greater Monstrous Cleave, Stomp and Swat are examples of a large section of devastating feats. Prestige classes follow, Blood Disciple, Catapult, Reaver of Wyrms and Terramancer are great classes for the Giants.
Giant Magic and Religion are delved into, giving good plot ideas for Dieties for giants, familiars for mages and a dozen new spells for the giant spell caster. Magic item for the big and tall follow and the book closes with sample lairs complete with keyed maps.
Critical Hits
As the first of the series on arch-typical race enemies AND a cross company product, this book is Awesome.
Giants are returned to their rightful place in the D&D universe, large, deadly and most of all, NOT STUPID!! Much like the giant novel series TSR put out 8 years ago, this book give you the tools to host an all-giant campaign for the adventurous DM.
Critical Misses
Brevity is the only thing I can find wrong here, some of the newer giant races, Mountain, Fog, Forest, Ocean, Sun that came out in the MMII deserve this treatment as well. But as they are Johnny-come-Latelies their lack of coverage is very understandable (sequel???).
Coup de Grace
Buy this book!!! The wealth of ideas and plot ideas are incredible. The template ideas alone are worth getting the book for.
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