Touched by the Gods

Psion

Adventurer
Touched by the Gods is a book outlining a variety of churches and secret societies (not all of them religious, despite the title) for the D20 system, aimed at the Fantasy (aka D&D market).

The Good

TBTG is loaded with ideas. It has fifteen chapters, each describing the organization it is named for. Some of the societies are neutral, others are not so nice. Each organization is outlined describing history, goals, methods, and personalities, and adventure seeds are provided for each. D20 systems rules material is provided for each, such as statistics and new rules.

Overall, TBTG provides many imaginiative additions to a campaign. If you are familiar with the Blade / Flying Buffalo Citybook series, the feel is very familiar.

The presentation is good, and the artwork is good to excellent. The art is black and white with a lot of pencils, but looked professional and eye-catching.

The Bad

First, there are some problems with the rules material. In some cases, it is forgivable as the new rules are obviously intended as a plot devices. In other places, following the established conventions seems like it would have been much better. For example, the Forge (a society of mages that seek to prolong their life by transferring it into mechanical shells) REALLY needed a template to describe the transformation, and the God Seekers went overboard with a very specific skill and a feat for seeking out gods -- in general, new skills are (and should) be avoided, and including a feat as well seemed redundant to me.

Still, the good ideas outweighed the rules flubs, and ideas seem to be the main resource. The other drawback is that the book is expensive compared to independant material of other vendors.

Conclusion

This one is a tough call. If you need some new, fresh ideas for your game, but don't like being hemmed into a rigid adventure, this book is for you; the price of 15 societies with many times that adventure ideas, you are getting a better deal than buying adventure modules if you prefer to take care of the niggly details yourself or are wise enough to know you players never follow adventures verbatim.

If you expect the vendor to do all of the work for you, this may not be a good investment. The ideas are interesting but they intentionally leave it up to you. In some cases, the rules material they present really needs modified before use.
 

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Beware! This review contains major spoilers.

Touched By The Gods is a sourcebook of fantasy cults and cabals. It costs $23.95.

Production & Presentation: This is a hardcover 128-page accessory. The front cover is a good piece of artwork in the usual Penumbra style. The back cover introduces the module and outlines its features. The first three front and back inside pages are blank. The first three pages of text contain contents and credits, the last four contain an index, OGL information, and ads. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in the standard two-column layout – the edge of each page is bordered as well as having a fair amount of white space. There are several pieces of internal black & white artwork, ranging from poor to superb, with most being fairly good.

Whats Inside:
A bland one-page introduction gives an overview of the Penumbra line and the sourcebook, before getting into the meat of the book – the cults and cabals:

The Athenaeum (4 pages) – Knowledge-seekers who exchange information for a price. Covers the goals, organisation, membership and initiation, and important rituals of the Athenaeum. Also has two adventure seeds, and a new feat where members who also have the loremaster prestige class can swap ability scores, years of life, skill ranks or experience points in exchange for skill ranks (class, cross-class and exclusive skills) or experience points – from themselves, or others (in exchange for knowledge).

Davlika (3 pages) – Goblins infected by a strange bestow curse potion, which changes alignment of all who it infects – the goblins become contagious. Covers the origins and goals of the goblins, who have understood the alignment change as a spiritual awakening. Also contains two adventure seeds, and details on the potion.

Death’s Forsaken (6 pages) – Heroes who have been resurrected from the dead, and have become sensitive to the worlds beyond death. Covers origins, goals, organisation, trappings, initiation, and important individuals (the barbarian who formed the Death’s Forsaken brotherhood, and an insane villain who opposes them). It also has three adventure seeds and the Death’s Forsaken Prestige Class (which gains features such as ‘recognise reborn’, ‘astral communication’, limited spell use, and undead-orientated powers).

The Forge (14 pages) – Magic-users who seek to transcend their mortality by transferring their souls into non-fleshly vessels. Covers history and beliefs, organisation, goals, trappings, initiation, and important individuals (the three elders who have transcended flesh, and an ‘elevant’ who conducts the elders’ business (crafting items and constructs) in the outside world). Also includes information on the qualities of the elders, the process of transformation through ‘grafts’, and three adventure seeds (including stats for a new creature (Iron Toad), and a new item (Sword of Light), which feature in these ideas).

God Seekers (9 pages) – A society who seeks out those who seem destined for godhood, and helps them perfect their mind and body, so that these gods, when ascended, will be intelligent and thoughtful. Covers origins, goals and methods, training, organisation, initiation, and a section entitled ‘So You Want To Be A God?’ which actually deals with changing the God Seekers to fit in with your own campaign. Also includes a new feat (Divine Perception – sense the workings of the gods), a new skill (Divine Sight – recognise potential divinity), a new Prestige Class (God Seeker – with features such as Divine Sight, Bodily Perfection and True Seeing), and two adventure seeds.

Justicars (5 pages) – A secret vigilante group. Covers origins, goals and methods, how to contact the Justicars, organisation, and initiation. Also includes the Justicar Prestige Class (with features such as +1 Mission Bonus, limited spell use, and saving throw bonus vs. Law spells), a new deity (Raeksen the Just, god of righteous vengeance), Justicar responses to certain crimes, and an adventure seed.

Lurient’s Legacy (4 pages) – Robin-Hood-type organisation that defends peasants from the rich. Covers origins, organisation, important individuals (giving anti-violence and pro-violence perspectives). Also includes three adventure seeds.

Openers Of The Way (6 pages) – A cult, wracked by in-fighting, that search for the Chosen One, who will save them from the return of the demon Golthara. Covers origins, the Openers and society, important myths and prophecies, goals, organisation, trappings, and initiation. Also includes a sidebar on prophecies and their possible interpretations, and sample tests the Openers use to test if someone (i.e. a PC) is the Chosen One based on certain prophecies.

The Order Of Endings (5 pages) – An ascetic sect dedicated to the cycle of life, death and ascension – they worship Calaam, Lord of Endings. Covers beliefs, the DeMarkist Heresy (Calaamites who try to hasten all deaths, even Calaam’s), organisation, the rite of ending (ritual suicide by poison), and membership and initiation. Also includes a new deity (Calaam), a new poison, a new domain (Endings – mainly anti-undead), two new spells (Interment and True Passage – both anti-undead), three new feats (heightened detect undead, turn, smite, and cast undead spells against resurrected and reincarnated characters), a new item(s) (weapons of true slaying – stop resurrection), and three adventure seeds.

The Reborn (12 pages) – Humanoids who have been transformed into animals attempt to maintain a balance between nature and civilisation. Covers origin and myths, goals, organisation, trappings, rituals, and important individuals. Also includes a new deity (The Wild – primal nature force); Totem Prestige Class (character is killed and re-reborn as an animal champion; features include limited spells, ‘Cloak of Nature’ (twists perceptions of civilised people to see a wolf as a dog, a raven as a crow, etc.) and ‘Cloak of Majesty’ (stops humanoids taking violent action against Totem)); two new totemic spells (claim thrall (human servant), and shape of the spirit (like wild shape)); a random totem reincarnation table; four totemic feats (Thrall Master (control human servants), Subtle Charm (enhances enchantments), Nature Sense (detect true form) and A Thousand Furs (shapeshift at will)); plus two adventure seeds.

Shepherds Of The Root (9 pages) – Eco-terrorist cult who plot the downfall of civilisation. Covers origins, goals, organisation, prophecies, initiation, and Children of the Root. Also includes a new deity (Syllisia, Lady of the Conquering Root), worshippers alignment (chaotic neutral/evil), new cursed item (Seed of Syllisia – implanted in body transforms to new monster (Child of the Root), giving special abilities: true believer in Syllisia, +2 to Str and Con, -2 to Dex from root network spreading through body, affinity with plant life, and, after death, a Spawn of Syllisia comes out of the dead body), a new monster (Spawn of Syllisia – a plant with burrow and tremorsense abilities), a new monster template (Child of the Root), and three adventure seeds (excuse the pun) including a new monster (Tremor Root) outlined in one of the adventure ideas.

Spirits Of Bohnaraii (10 pages) – Misguided cult of young arrogant nobles, who believe they have the spirit of a god within them, attempt to perform death-defying miracles to show the god’s power. Covers origins, activities, perception of the underclass, and the Missing (those who’s bodies have gone missing after their deadly miracle attempts). Also includes a new deity (Bohnaraii, patroness of nobility), a new domain (nobility), and three adventure seeds. At the end, has a section on Destiny, a rules mechanic for moments of attempted heroism – it reminded me of Force Points from the Star Wars game.

Survival Cults (12 pages) – Zealous cults of each of the major races who uphold racial purity and superiority:
Sons of the Earth – Dwarves who swap magical items for personal qualities (e.g. youth, honour, courage). Covers organisation and initiation. Also includes a magical pickaxe, a table outlining the effects of loss of personal qualities, a typical raiding party, and an adventure seed.
True Stewards – Elves who suck the life energy from the surrounding countryside to create perfect natural Glades. Covers organisation, traversing the Glades (with a sidebar on behaviour restrictions for outsiders), plus an adventure seed.
The Watchmakers – Gnomes who plan to take over the world. Covers organisation, plans (influencing breeding patterns in other races, and industrial espionage), and initiation. Also includes an adventure seed, with an accompanying rumour matrix table to sow chaos in a city.
The People – Halflings who attempt to take over the roles of a country, city, or adventuring party by observing their traits and excelling in those traits themselves. Covers organisation, plans, initiation, and an adventure seed.
Prophets Of The Golden Age – Human racists who recruit via travelling circuses. Covers beliefs and goals, organisation, plans and initiation. Also includes a new community (Tent Revival – a circus community) and an adventure seed.

Ten Thousand Heroes (11 pages) – Warriors who believe they are the reincarnation of ancient heroes, and strive to show this on the field of battle. Covers origins, the Way of the Hero, legends, Old War Chaser (a mysterious bard who records heroic deeds), organisation, goals, important rituals (the rite of testing and duels), and important individuals. Also includes a new deity (The Legion Of Ten Thousand Heroes – a pantheon of heroes), a new domain (Rage), the makeup of a warband, rules for the Rite of Testing, four feats (Battle Howl – penalty for opponents to hit; Heroic Destiny - +1 stacking modifier once a day; Vengeful Strike – partial action between 0 and –10 hp; Warsinger – can use bardic abilities when raging), a magical screaming sword, and two adventure seeds.

Way Of The Wolf (10 pages) – Diabolistic sect of werewolves with a werewolf lich leader. Covers origins, organisation (castes and packs, Lupin Tehran (werewolf lich leader), Altessa (leader of the Blood Claw sect), The First Pack (important members), and The Inner Circle (Lupin’s cronies)), myths and beliefs, and rituals (Initiation, The Scarring, Alpha Duel, and Sacrifice). Also includes a new deity (The Divine Wolf), stats for Lupin Tehran, magic item (Wolf’s Paw – healing phylactery with lycanthropy curse), stats for Altessa, and three adventure seeds.

Finally, there is an index, broken down into sections: Deities & Religions, Domains & Spells, Prestige Classes, Special Attacks, Special Qualities, New Feats, New Magic Items & Weapons, New Monsters & Templates, New NPCs, and Miscellaneous.

The High Points: This is a sourcebook with hundreds of imaginative ideas. These ideas are flexible, and can be developed, though the cults and cabals might be used as written if you haven’t developed your own campaign world. The ‘Adventure Seeds’ sections were full of intrigue and moral choices for the PCs. This is a sourcebook perfect for picking ideas from and running with them.

The Low Points: Only one or some of these cults and cabals are going to be useful to most GMs, though you might take ideas from more than these. Some of the skills, feats, spells and other ‘accessories’ seemed to be unbalanced or unnecessary. I would have liked to see this book in softcover at a nicer price to offset the inevitable redundant features.

Conclusion: A Good sourcebook in terms of ideas and organisation, great fodder for the GM who likes to steal ideas from here and there for his own campaign. Needs work if you want to use the cults and cabals ‘as is’ and could have been better with less accessories and in a soft cover to reduce the price.
 

updated on 22-NOV-02

No need telling you what's in it -- that is covered very well in the other reviews for this product. This is what a generic supplement for a role playing game should be. In fact, it reminded me a lot of the old Citybook series (one of my favorites, btw) in that is was a little crunchy-bit here, a little crunchy-bit there and then a whole-heapin' helpin' of plot hooks that you will find yourself never getting to the end of.

Reading it, I managed to mine six great ideas for use in my games in the first 10 pages... very well done. If I have any complaints, it would be this one: The book is too short. Way to freakin' short!

This is a hard-back book that truly needs about another 100 pages or so of material. I finished reading and wanted to know what the 16th organization was. Honestly -- I think they should have waited a short while and put out a thicker book... or, if you wanted to do it as is, produced it as a soft-cover. It just seems odd that a third of the book's thickness is in the cover... This fact -- which easily makes the price of the book much higher than it needs to be, keeps this from being a '5.'

Excellent work. I look forward to spending more of my hard-earned money on these guys...
 

Originally appeared on www.AtFantasy.com

Touched by the Gods is the fifth product, and first sourcebook, in Atlas Games’ Penumbra line of d20 products. Touched by the Gods details a number of cults, cabals, and secret societies. It is not designed for any specific campaign setting and most of the organizations within are suitably generic enough to be inserted into any campaign setting. It is priced at $23.95

Presentation
The Touched by the Gods is a one hundred and twenty-eight paged, hardbound book. . The margins are one inch wide and are illustrated with symbols of the various cults and cabals found within the book.

The cover illustration, by Helena Wickberg, is a beautiful piece depicting the ceremony of some sort of sun/fire god. The book retains Penumbra's traditional 2-color design surrounding the illustration. The interior artwork, by Scott Reeves, is composed of a number of pieces primarily detailing characters but with a scattering of scenes.

Overview and Analysis
Touched by the Gods is divided into an introduction, fifteen sections, each detailing an organization, and an index. Most of the organization sections provides a stat block detailing the organizations formal name, nicknames, brief description, symbol, and patron deity (if any), an introduction to the organization, the organization’s goals, its organization, how to join the organization, and adventure hooks. A few have significantly less than that.

The organizations are varied, ranging from the Davlika, a hippiesque commune of cursed goblinoids dedicated to spreading peace and unity, to the Forge, a group of wizards wishing to ascend by assuming the perfect form, to the Ten Thousand Heroes, a loosely allied group of warriors training themselves for the battle to end the world.

Here are a brief summary of the organizations:

The Athenaeum: A loose confederation of libraries, monasteries, and scholars obsessed with obtaining and recording all information. They offer anyone the answers they seek, for a price.

Davlika: A group of goblins who have found religion by magical means and now infect others with their false faith

Death's Forsaken: A secret society of heroes, all of whom have been resurrected or raised from the dead and have become sensitive to the worlds beyond death

The Forge: An alliance of powerful magic-users that seek to transcend mortal existence by transferring their spirits into perfect vessels

God Seekers: A group dedicated to seeking out and cultivating mortals which it believes have the potential to become divine, seeking to reduce the chance for them to become evil.

Justicars: A secretive cult dedicated to eliminating those who have used law to protect themselves from justice

Lurient's Legacy: A loosely organized, cell-based, revolutionary group dedicated to balancing the amount of wealth between the social classes, ending needless wars were only the commoners are hurt, and protecting cities from the onslaught of evil creatures prowling the streets.

Openers of the Way: A cult that has spent the last ten thousand years looking for the Chosen One, a reincarnated champion of good, to defeat the eventual rise of the demon Golthara. Unfortunately, they are not sure who they are looking for.

The Order of Endings: A group that believes that this existence is merely a preparation for eternal life in the netherworld. They seek to destroy undead and those who have been brought back from the dead

The Reborn: An organization of humanoids reincarnated as animals. They see themselves as spirits of nature who must maintain a balance between civilization and nature by manipulating civilization from within.

Sheperds of the Root: A religious group that seeks to topple civilization and usher in a golden age of primitive enlightenment

Spirits of Bohnaraii: A group of young nobles who believe they have the spirit of the god Bohnaraii within them, which will give them the power to perform a miracle in a situation of seemingly certain death

Survival Cults: Five racist cults that seek to maintain the superiority, purity, and ideals of their race

Ten Thousand Heroes: A brotherhood of warriors driven to prove themselves as the latest incarnations of ancient heroes through acts of bravery in battle

Way of the WolfA diabolic sect of werewolves beholden to a Lupin Tehran, a werewolf lich who they think is the undying embodiment of the Divine Wolf

Each of the organizations detailed in the book is generic enough to be used in any setting, while maintaining intriguing premises. Their backgrounds are diverse enough to provide a variety of different options within a campaign without being too out there, though a few, namely the Openers of the Way and the Davlika appear to be mostly useful for comic relief.

Even without an interest in using all of the organizations, most have material that can be used without using the organization.. Seven gods, three domains, four spells, four prestige classes, fourteen feats, fourteen magical items, three monsters, and a template provide crunchy bits that are useful and balanced. Of particular interest are rules for a new type of magical item: the graft. Grafts are special magical items, produced by the Forge, which replace body parts on humans. They are effectively a form of magical cybernetics, and provoke interesting ideas for a setting where they are a more prevalent.

On the down side, some of the ideas in the book have been seen before. The Survival Cults are basically variations of existing racist ideas, admittedly with lots of new ideas for the nonhuman versions. The Shepherds of the Root are very close to the Cult of Moander, from the Forgotten Realm setting, right down to the implanting of cult members with a seed that turns their insides into a plant.

Conclusion
Touched by the Gods is an excellent first sourcebook from Atlas Games. It succeeds in every way in what it set out to do. It presented a number of cults and organization for a d20 campaign that are easy and fun to use, providing tools to create memorable allies, enemies, and patrons. Comparing it, both in physical quality and in material quality, to the WotC books of late, it is definitely worth its 23.95 cover price.
 

Excellent Review (as usual Psion). I rated it higher because the ideas are far, far more valuable than the rules flubs for me...
 

As usual, I think the review is more important than the rating. If you read my conclusions you will see I agree with you. If you are not judging by rules content, then it is an excellent buy. My only concern is that I feel many people can and do shop for rules content and a completed product. For those people it is not a good buy. Alas, as I can't tune my ratings by the buyer, I called it a wash. :)
 


As Psion said, this book is most excellent whenever it does not try to introduce new rules. When it does it is akward and heavy handed.
It is a veritable mine of the ideas though and even though I am unlikely to use a single new rule out of it I am sattisfied that it will serve as a valuable source of inspiration - particularily when I get back to the world building.
Prose is decent if not inspired and artwork well above former Atlas product altrough not yet actualy good. Most of th cults are non-stereotypical and are generaly not a kind of things that a bored DM would dream up on a regular basis.
 

Some mortals actively curry the gods' favor, serving their high ideals or executing their blasphemous designs. Others are random victims or beneficiaries of divine attention. Those whom the gods have touched may be inspired, blessed, cursed -- the saint and the prophet, the genius and the madman, sometimes one and the same person.

Touched by the Gods is a D20 roleplaying supplement that can enhance any fantasy campaign. It is filled with information on religious and secular orders, and the deities lurking behind them.
 

I've recently come to aquire this book. I'm certaintly glad i did.

The Price: Its $23.95 price for 128 pages is actually pretty decent, considering there are supplements out that cost 24.95 for 96 pages. Add to that the fact the book is hardcover and i believe its a very good value.

The Art/Production: The art is, in the majority, fitting and mood setting. The perfect black & white style of the art sets the tone and flavor thorughout this book's pages.

The Mechanics: The new and/or alternate rules offered in this book are for the most part good additions. I have no problem with new or alternative rule structures so long as they A) Work!; and B) Don't mangle existing rules. The majority of the mechanics in this book fir in that criteria. The Domains, Feats, and Prestige classes in this book are fine additions. I quite enjoyed the Forge rules (perhaps my favorite of the bunch). The new skill Divine Sight was fitting and i had no problem with it. Its not a skill that should be open to the general list of classes and rightly so. So there is no problem with adding this new skill to your campaign, as you don't have to worry about characters having to retroacvtively trying to obtain it (which is, generally IMO, the major problem with most new skills).

The Material: As it is with every Atlas game product i own, the material (in a non-mechanic sense) inspires and will add nothing but depth to your games. As with any product of such variety (even in a focused area such as religions/cults), i found one or two of the organizations that i didn't particularly care for. With some "anthology" type supplements that use a variety of writers and sources, the percentage of usuable material to any specific DM or Campaign can be low. But i believe the majority of the offerings in Touched by the Gods will be usuable by any specific Dm.

Overall:
A great book that produces plenty of crunchy bits and veritable congregation of adventure and campaign plots and hooks. Its price is right, its writing is top notch, and its mechanics (about 90% of them) are quite decent. An excellent combination of Flavor and Crunchy bits, slightly favor heavy. A Superb book in fact. It does what it claims to do and in style.
 

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