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Dungeons & Dragons: Heroes and Magic Sourcebook 2nd Edition

Heroes and Magic 2nd Edn.

This work serves as an introduction to the world of Arthad, the setting used by 0one Games for the Seven Avengers epic.

It begins by describing the land, kingdoms populated by the descendants of the original heroes. The natives of each kingdom have diverged sufficiently to be regarded as separate sub-races of human, with appropriate racial traits, skill bonuses and preferred classes. The usual classes are used (except Cavalier replaces Paladin), and while each race has its preferred classes there are also classes that are difficult if not impossible for them to pursue. It's a good and interesting way to add background colour to a setting without having the 'standard' fantasy races.

The Drakand, a northern barbarian race, are of particular note. They are very tough, and have developed an entire collection of bone armour and weapons including a spiked mace. On the other hand, it's rare to find a Drakand who can read and write! You'll find similar background material for each of the other races.

As the gods have deserted Arthad, being a paladin is a rather difficult proposition; hence we have Cavaliers instead. These have the same concepts of nobility and honour (and love of weapons and horses) without the clerical overtones of a regular paladin. They may be of any good alignment, and seem to prefer style over substance, adding their charisma bonus to attacks! They find it difficult to back off from a challenge and are fearless in battle.

Two prestige classes are available: the Living Legend and the Shadow Master. To qualify to be a Living Legend you have to have accomplished some special task or heroic feat that features in at least two books or songs... oh, and you must still be alive! The benefits can be summed up as 'Command Presence' - leadership and the ability to get people to pay attention to you. Shadow Masters, on the other hand, stay in the background: they are master spies and as such excel in stealth and covert activities.

The next section deals with magic. In Arthad, magic is quite rare, and falls into two categories: Symmetry (= standard D&D arcane magic) and Harmony (more loosely equivalent to D&D's divine magic). Mages, be they wizards or sorcerers, are rare creatures and usually find themselves feared and hated by 'normal' folk. Symmetry magic is powered by invisible force lines that are associated with ancient constructs, so that the amount of power available to a spellcaster can vary depending on where he happens to be at the time.

While the gods have gone, some elements of divine magic remain and there are those who are ready to embrace the way of the cleric and profit from them. Most clerics band together in 'Brotherhoods' that worship particular aspects or elements of the departed gods. Oddly, despite the desertion of the gods, the common people are happier about divine Harmony magic than they are around the arcane Symmetry variety. Two sample brotherhoods are presented, one is the Moonlight Brotherhood who believe that the very essence of the gods is to be found in moonlight... and when the moon is out they can indeed cast more powerful spells than normal.

The magic section is rounded off with a few spells, which all relate to the manipulation of Symmetry or Harmony. This leads on into new feats and skills. Some are of general application - like the Bargain feat - while others are setting-specific.

The final section is a gazetteer of Arthad, with notes on the history and leading personalities of each kingdom. In just a few sentences the place is brought alive. There's one monster tucked away at the end, a mist spirit - who rather confusingly is actually a sort of giant, not a spirit at all. There's also a map of Arthad, drawn in a typical mediaeval style, which would make a good handout. Indeed, the whole document (especially as it's free!) makes a good introductory handout when preparing for a campaign set in Arthad - send your players off with this in advance and they'll be well-prepared to begin their adventures.

Return to Heroes & Magic Sourcebook 2nd Edn. page.