War of the Burning Sky Player's Guide

Flynn

First Post
This is a review of the War of the Burning Sky Player's Guide, by Ryan Nock. This is the player's guide for the War of the Burning Sky campaign saga published by ENWorld Publishing. This review is for the v3.5 Edition rules set. In the interest of full disclosure, this review is based on a PDF donated by ENWorld Publishing for this purpose.

The PDF is 25 pages long, and contains a front cover, a back cover, and a page for the OGL, leaving 22 pages for content. The Content is divided into four Sections: the Introduction, information on Free City-State of Gate Pass, information on the country of Ragesia and the Surrounding Lands, and Battlefield Guide. Each section, other than the Introduction, provides a significant amount of game mechanics as well as background detail to support the campaign described by the series of adventures that make up the War of the Burning Sky campaign saga.

In Section One: Gate Pass, we get a description of the Free City-State of Gate Pass, where the campaign saga begins. A wondrous city of bridges and walled districts in the middle of a defensible pass between two kingdoms, Gate Pass is colorfully portrayed in this Section. In addition to a physical description of the city, we also get some great detail on the myths and legends of the region, as well as an overview of the various factions that hold power in Gate Pass. This section also contains a special list of feats that represents a character's affiliation with one of the power factions within the setting. This are given as a free first level feat, similar to Regional feats in the Forgotten Realms campaign setting. Each of these special Gate Pass feats grant access to a specific skill as a class skill, and gives another special ability as well. I found them to be well-conceived and well-balanced. In addition, this section also offers an alternate class feature for Sorcerers and Wizards (Spellduelist) and two new spells (Gabal's Superior Missile and Stand the Heat).

In Section Two: Regasia and Surrounding Lands, we are introduced to the region in which the campaign saga will likely take place: the orc-controlled Ragesian Empire, the elven Shining Land of Shahalesti, the gnomish Exarchate of Sindaire, the dwarven Kingdom of Dassen and the Khaganhold of Ostalin. In addition to the gazetteer, there's also information on various enemies and organizations that I hope to see in the campaign saga, such as the Regasian Inquisitors, the Lyceum Academy, the Wayfarers, the Knights of the Aquiline Cross and the Monastery of Two Winds. As with Section One, this section also contains new game mechanics. You can find details here on a new alchemical item (Shatterspell), new spells (Cancel, Duellist's Etiquette, Wayfarer's Step), alternate class features for wizards (Mageknight) and sorcerers (East Wind Training, West Wind Training), new feats (East Wind Style, Shining Warrior, Vow of Healing, West Wind Style), and a new magic item (Potion Bracer). Each new game mechanic is well integrated into the setting, but can easily be used in other campaigns, for DMs seeking new elements to add to their own games.

Section Three: Battlefield Guide is all game mechanics aimed at those interested in tactical play. This section starts with eight Leader Feats designed to provide bonuses to allies much like bardic abilities, yet aimed at more battlefield-oriented effects. Following these eight feats is a new core class, the Commander. Picture this as an Open Game Content core class inspired by the same sources that inspired the v3.5 Marshal or the 4E Warlord. This is a nice core class, with no "dead levels" and every ability well designed to focus on the purpose of the class. I look forward to seeing this in play, both from the side of the PCs and from the NPCs that they will face.

All in all, I found this to be a well-designed and entertaining player's guide that accomplishes quite a bit in its few pages. There's enough information to intrigue both players and DMs alike, and lays a nice groundwork for the campaign saga. The game mechanics contained in this PDF are well-designed and balanced, and offer a lot to groups playing the War of the Burning Sky. Even if you are looking for game mechanics to implement into your own campaign, this is a good PDF to add to your collection. (And you might even find some nice fluff to add to your campaign setting in addition to the new rules.)
 
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