Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Agate RPG. Show all posts
Showing posts with label Agate RPG. Show all posts

Friday, 21 November 2014

An Esteren Companion

Posted on 12:08 by Anthony Carold
To date, the French RPG, Les Ombres d'Esteren or Shadows of Esteren, published by Agate RPG, remains an intriguing game. This low dark, fantasy setting with Lovecraftian overtones has been explored in just two releases in the English language—Shadows of Esteren 0-Prologue provided us with an introduction to the setting as well as a set of player characters/NPCs and three ready-to-play scenarios, while Shadows of Esteren 1-Universe presented that setting, the Tri-Kazel peninsula, in more detail. Both were beautiful books, but they also left much unsaid about the setting, in particular its secrets and the true nature of the world and the Feondas, the strange and hideous beasts that threaten the inhabitants of the peninsula. In addition, the books have their own problems. In places their writing has been obtuse, a problem that comes from their being translations of books in another language. This is not to say that the translations are poorly done, but they are not done by native English speakers and that does show in places. The other problem is the sheer density of text, typically written in character. This gives the world flavour aplenty, but it does sometimes make the setting inaccessible and details difficult to find.

The third release, Shadows of Esteren 2-Travels, suffers from similar issues, but not to the same extent. It does though, have problems of its own. Its structure heavily weighs in upon those problems. The original French version began life as two chapters—‘Cartography’ and ‘Canvasses’, but to these have been added three more chapters in the English edition of Shadows of Esteren 2-Travels. The first of these new chapters provides a full length, detailed adventure, the second gives yet more NPC/player characters, and the third some actual secrets to the setting.

Initially, the contents of ‘Cartography’, the first chapter, is difficult to digest. It consists of descriptions of different places around the Tri-Kazel peninsula. Little more than snapshots,  together they initially feel slightly incoherent, but it quickly becomes apparent that these are the reminiscences of a Varigal, one of the travellers and messengers who spread news and stories via the secret ways each apprentice learns. They are full of little details such as that narrow pass known as ‘Faol Ròd’ or ‘Wolf’s Breach is said to be haunted by a giant barbed wolf appeased every twenty years by the sacrifice of a hero or that the previous villagers of Aimliù were said to hear things upon icy winds of the sea and shied away from sunlight, which is why they were put to the sword before the War of the Temple. Eventually these reminiscences switch to providing more detail about particular places, such as the newly rebuilt city of Expiation, constructed by the Temple on the site of vile heresy  as a model of the perfect town should be, and the Carmine Chasm, a maze-like canyon uniquely home to blood red flora and known for its lamenting wind and the ‘white cross widows’, the small spiders that collectively weave great webs. These longer descriptions are more accessible, and thus for the Game Leader—the Referee in Shadows of Esteren—are much easier to bring into his game. Rounding this chapter are notes the geographical features of the Tri-Kazel peninsula and travelling them, including a nice guide to the ‘Stermerks’, the ideograms used by the Varigals to mark the dangers and difficulties upon the road.

Chapter 2, ‘Canvases’, presents five short adventures intended to be played in an evening or a single session. They are more like extended encounters as they do require the Game Leader to flesh them out and provide game stats for each the NPCs, which means that they are easier to adapt to a particular playing group. Unfortunately, the quintet is an uneven lot in terms of quality. They begin in uninspiring fashion, with a pair of familiar plots. In ‘Blood Feathers’, an exiled family has turned to preying on lonely and lost travellers, while in ‘The Disappearance’, the player characters fall in with the Tarish—the equivalent of the Gypsies in Shadows of Esteren—and are honour-bound to find out happened when both their companion and a beautiful girl disappear. The fourth Canvas, ‘Say it with Flowers’ is a murder mystery and again uses a rather familiar plot. This is not to say that a Game Leader could not run these three encounters well enough, but more that their plots do not evoke the game world as well as a Game Leader might like. 

Fortunately, this cannot be said of the third Canvas, ‘Night of Fright’, which finds the player characters in a village, unexpectedly and oddly alone. It is a terrific set-up and needs relatively little in the way of preparation compared to the others. The Game Leader should have plenty of fun with it and once he has run it for one group, it worth running again for another. Or indeed stealing it for another game and setting! The fifth and last Canvas, ‘The Shipwreck’ is not as fun as ‘Night of Fright’, but it does bring out much of what is interesting and unique to the setting of Shadows of Esteren—the tension between progress and tradition, and in particular , the ecological dangers of that progress. In ‘The Shipwreck’ the player characters come across a seaside village poisoned by the wreck of a Magientist ship.

The third chapter, the first of three wholly new ones to the English edition of this supplement is devoted to a single, lengthy scenario, ‘A Life Choice’.  It has the player characters hired to accompany a Magientist to reclaim her son whom she thought dead, but who was actually kidnapped by his father and taken to join what is essentially the equivalent of religious fundamentalist cult. Unsurprisingly, neither the father nor the head of the cult want the boy to go, and worse, the boy thoroughly hates his mother. There are though those within the cult that want out and are prepared to reveal its secrets, secrets that may aid the player characters in rescuing both the boy and those that want to leave. What ‘A Life Choice’ boils down to is a custody battle, and quite a meaty one at that. There is a lot of detail to the scenario and certainly plenty for the Game Leader and player alike to get their roleplaying teeth into. The initial parts of the scenario have room to expand it a little with other adventures, possibly with some of the Canvases given earlier in the book. The intent here is to turn it into a campaign of sorts, but even with the addition of those canvasses, or others of the Game Leader’s own devising, ‘A Life Choice’ is not quite long enough to be a full campaign. One issue with the scenario is that the writing is not quite as clear as it could be, so the Game Leader will need to give ‘A Life Choice’ a more careful read through than is the norm. Otherwise, this is a good, challenging scenario for all concerned.

‘Figures of Tri-Kazel’, the fourth chapter, describes and illustrates eighteen new NPCs. At least one of these appears in the previously presented chapters, but this is not followed through with the rest, though is nothing to stop the Game Leader from adding the NPCs to one location or another. The chapter also includes some details on the setting’s ‘Mysterious Powers’, in particular how they are used by some of the NPCs given earlier. Whilst useful for those NPCs, in the long term, these powers are limited in their application as just how often can a Game Leader use them in his campaign? In general though, as well designed as these NPCs are—including stats, personality, description, and associated rumour—and as beautifully illustrated as they are, they do feel out of place in Shadows of Esteren 2-Travels.

Rounding out Shadows of Esteren 2-Travels is ‘Bestiary’, the fifth chapter which presents a mini-menagerie of monsters. Stats are provided for several mundane creatures, but what will be interest to the Game Leader will be the full stats and full write-ups of ten the strange and deadly Feondas! Of course their inclusion is only to support the scenario and Canvases that appear elsewhere in the book, but they do provide us with a glimpse of the distantly forthcoming supplement, Shadows of Esteren 4-Secrets. As with the NPCs, each creature write-up includes the stats and general description. Each creature also has its own particular powers and several come with supplementary information or associated rumours. All are nicely detailed and even those that feel a little unoriginal, like the Vampire Bats, are well done and come with more flavour than they might have done in any other horror RPG. Most though are original and interesting and should test the player characters. Of course, the problem with it being a glimpse is that we are left wanting more and there is at least one more book  to come before the publication of Shadows of Esteren 4-Secrets. That wait is frustrating, more so given that no ‘real’ secrets are given away, we are not told the true nature of the Feondas, but we are least given the opportunity to examine some in detail—and a very welcome opportunity it is too...

As with the first two releases for the game, Shadows of Esteren 2-Travels is a full colour book that is beautifully illustrated. The artwork is excellent, being evocative and eerie throughout. Surprisingly, the writing is better than in the previous two supplements. It is not as dense or obtuse as in Shadows of Esteren 0-Prologue or Shadows of Esteren 1-Universe. That is primarily due to shorter pieces, especially in the snapshot descriptions of the various locations given in Chapter 1, ‘Cartography’, though not in the full scenario, ‘A Life Choice’, which as has already been mentioned, will need a careful read through before being run.

Although lacking access to the original French version of this supplement, from examining just the contents of the first two chapters of the English language version of Shadows of Esteren 2-Travels, it suggests that the original version had more of a focus. With three extra chapters, the English edition loses some of that focus and has a disparate feel to it. This is not to say that the new content is not useful or interesting. Some of it, particularly the secrets at the end of ‘Figures of Tri-Kazel’ and the  ‘Bestiary’ of chapter 5 support both the scenario outlines of ‘Canvases’ and the longer scenario that is ‘A Life Choice’. The NPCs are another matter and they do feel lost amongst the rest of the book.

Overall, Shadows of Esteren 2-Travels is more accessible than previous releases for Shadows of Esteren, but not as focused or as detailed. This makes it more of a companion supplement than one that concentrates on the single subject. It also means that there are several sections of the book that contain material that will need the Game Leader’s attention and development in order to be of full use. As to the parts of it that are good—‘Cartography’, ‘A Life Choice’, and the ‘Bestiary’, not forgetting ‘Night of Fright’ from ‘Canvasses’—they are more than worthy of a Game Leader’s attention.
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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, UK Games Expo | No comments

Tuesday, 27 May 2014

An Esteren Primer

Posted on 14:09 by Anthony Carold
Shadows of Esteren 0-Prologue provided us with an introduction to the French RPG, Les Ombres d'Esteren or Shadows of Esteren, published by Agate RPG. In its few pages we first learned about the setting of this low, dark fantasy RPG—the Tri-Kazel peninsula, populated by the descendants of the same tribes that have long since coalesced into three countries and begun to follow their own paths. Tol-Kaer adheres to the old tribal ways and the Demorthèn spiritual cults; missionaries from the Great Theocracy from the rest of the continent to the north have converted Gwidre to the Temple of the One God and adopted feudalism; whilst Reizh, fascinated by the machines and ‘toys’ of the Confederation, has taken up the science of Magience, developing and creating devices powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself.

Although the peoples of this an isolated and hilly, heavily-forested spit of land are divided by nation and by ideologies and traditions, what binds them together is a fear of the Feondas, an enemy that the Demorthèn consider to be the expression of death and destruction unleashed by chaotic nature spirits; the Temple see as demons; and the Magientists regard as a natural predators to be neutralised. The exact nature of Feondas remains undetermined, but all fear their predations and what their corrupting influence might turn human nature to… It is this, combined with the facts that the rules for Shadows of Esteren do not quantify or necessarily stats for the Feondas, that the rules include a solid Sanity mechanic, and that the rules possess a certain brutalism have led some to describe the RPG as at least being Lovecraftian, if not actually Cthulhu Dark Ages done right.

In addition to introducing the setting of Esteren and the Tri-Kazel peninsula in particular, Shadows of Esteren 0-Prologue also provided the Game Leader and his players with everything necessary to start playing Shadows of Esteren. That included an explanation of the RPG’s mechanics as well as a sextet of pre-generated player characters and ‘Omens’, three complete, ready-to-play adventures. The trilogy is essentially the prologue to the game’s overarching campaign as well as an introduction to its themes of tradition versus progress, of fear of the unknown, and having to come to face to face with your own fears and faults.

What Shadows of Esteren 0-Prologue did not include was an expanded exploration of the setting, rules for character creation, rules for any of the setting’s magics and sciences, or indeed, an explanation of what exactly the Feondas are. Indeed, we will still have to wait for the latter, for there is no such explanation in the next book in the line, Shadows of Esteren 1-Universe. It does though, give hints as to what they may be and it does include the rest—an expanded exploration of the setting, rules for character creation, rules for the setting’s magics and sciences—plus advice on running and playing Shadows of Esteren.

Shadows of Esteren 1-Universe introduces us fully to the setting of Esteren, devoting almost two thirds of its content to this description over the course of three chapters. These cover the Tri-Kazel peninsula—its geography, history, peoples and their attitudes, its would-be capital city, Osta-Baille, the three nations that dominate it, Gwidre, Reizh, and Taol-Kaer; the lifestyles of its peoples—habits and customs, crafts and foods, architecture, societies, mercantile practices, and its arts; and its factions—the Demorthèn, the Temple, the Magientists, the Varigals, and the Hilderin Knights. The last of these three chapters is rounded out with a page or two of rumours. All of this information is presented in a series of letters, journals, and reports, as well as sections of fiction, and is full of detail and colour. For example, on Tri-Kazel’s south-east coast, the beaches are flat and wide enough that it is common enough to travel their length by sail wagon; that the Bent Tree, an inn in Reizh built inside the trunk of a slumped, giant sequoia tree, serves alcohol sparsely lest its clientele suffer a terrible fall over its raised floors; and that the tenets of the Temple revere austerity to the extent that its worshippers value snow and the cold as signs of purity!

For players and their characters, the sections on the factions of Tri-Kazel will be of particular interest as they provide patrons, enemies, rivals, and inspiration. The Demorthèn, the Temple, and the Magientists receive the most pages each, while the Varigals and the Hilderin Knights receive fewer. Of these, the Demorthèn embrace nature and value balance, learning and guarding the secrets of the deep woods of the peninsula, and are capable of mastering the ancestral art of Sigil Rann and thus command the powers of nature through the Ogham Stones—Air, Water, Vegetal, Life, Animal, Fire, and Earth. Together with the Varigals, travellers and messengers who spread news and stories via the secret ways each apprentice learns, the Demorthèn impart much of Shadows of Esteren’s Celtic feel. The Temple worships and proselytizes the One, organised into six orders, adhering to six ordinances and six daily prayers, and worshiping in and building hexagonal buildings. Through prayer and chanting, the devout of the Temple may learn to invoke miracles that can castigate, protect, bring down divine wrath, induce faith with stanzas, and even miraculously heal. Magientists build and operate devices and artefacts, searching for and extracting Flux from mineral, flora, and fauna. This takes time and effort, but they think it worth it in the name of progress. Lastly, the Hilderin Knights is an independent order dedicated to destroying Feondas. They and the Temple invoke parallels of the Crusades, just as the Magientists lend the setting the feel of the Age of Enlightenment, although one with a steampunk-like sensibility.

Like Shadows of Esteren 0-Prologue, six pre-generated characters are given in Shadows of Esteren 1-Universe. The six, which include a male Varigal, a male warrior, a female Demorthèn, a male Theologian of the Temple, a male Magientist, and a female Bard, are different to those given in Shadows of Esteren 0-Prologue. They are written as a group and are included as samples, as inspiration, and as ready-to-play characters. Indeed, it would be possible to play through the ‘Omens’ trilogy from Shadows of Esteren 0-Prologue using these characters, or those created using the rules in Shadows of Esteren 1-Universe.

Character generation in Shadows of Esteren involves selecting the character’s ethnicity, profession, birthplace, and social class before assigning to various factors. First to the core traits of a character’s personality or the five Ways—the Way of Combativeness, the Way of Creativity, the Way of Empathy, the Way of Reason, and the Way of Conviction. They are not attributes as such, but ‘ways’ of thinking and acting to which ratings of one, two, three, four, and five are assigned. Each Way possesses Qualities and Flaws—positive and negative Traits, so for example, possible Qualities and Flaws for the Way of Combativeness include assertive, optimistic, brash, and stubborn if high a high value, but calm, level-headed, pessimistic, and sad if a low value. A character needs to choose two Traits—one Quality, one Flaw—attached to his Ways.

Choice of Profession grants a character a primary Domain and a secondary Domain. Each represents a broad skill, such as Craft, Close Combat, Erudition, Magience, Prayer, or Science, and is valued between 1 and 5. For example, the primary Domain for a Knight is Close Combat, the secondary Domain either Relation or Travel. Beyond a Domain value of five, a character must specialise in one or more Disciplines, each of which is valued between six and fifteen. Thus a character might have a Domain of Close Combat 5 and a Discipline of Axe 9, meaning that his rating with a knife would be 5 and 14 with his Axe. A character also receives levels in other Domains, these based on other pursuits as well as birthplace and social class.

All characters start between the ages of sixteen and twenty, but can be older. This grants them bonus Domain levels, but will also give them Setbacks, randomly rolled events that have a negative effect on the character. Every character receives one hundred Experience Points to further develop his Ways, Domains, and Disciplines. He can also select Advantages and Disadvantages, though there are relatively few of these in the game. There is also a wide range of derived statistics to work out before play begins.

Our sample character is Alane, the younger son of a wealthy Reizh merchant who was enrolled at university to study Magience. Traumatised as a child by the fire that killed his mother, Alane grew from an introverted and bookish boy to a studious man who relished every chance to learn and works hard to be personable. His father wanted Alane to enter the family business, but his tutor persuaded his father of his son’s scholastic brilliance and suggested that he take the examinations to enter university. These he passed with ease and for the next few years he engrossed himself in his studies, progressing at a prodigious rate, often finding himself distracted because he was outpacing his fellow students. Becoming bored he began to read other books and scrolls on a variety of other subjects—this eventually would be his downfall.

Since he found the study of Magience relatively unchallenging and he found other subjects to fill his time and intellect. Thus he discovered Occultism and became obsessed with it to the point that although he passed his final examinations, it was not with the distinctions expected of him. Without these, Alane found himself posted to more mundane tasks that he found unchallenging and eventually boring until he drifted off into studying Occultism. The Council of Baldh-Ruoch has no idea where to send him and so he went back to his family, but there he found no welcome. Instead, he was thrown out, his father refusing to fund his studies further. 

Currently Alane tries to find work in the university libraries, but this is not quite enough to support him or the life of reading and study that he wants. He has begun doing small tasks and helping others find things, answer their questions, and solve their problems. This brings himself some funds and on occasion he can be challenged.

Alane is a sparse looking youth, slightly unkempt, with a penetrating look. His clothes have been patched again and again, but he tries his best, if only for his mother’s sake. He will undertake many tasks, each one being given his undivided attention. Physically he is less capable, even cowardly, and barely knows how to handle the dagger he carries in his belt.

Alane, Scholar & Investigator
Age: 25 Ethnicity: People of Tri-Kazel (Reizh) Social Class: Middle Class
Profession: Investigator

Ways: Combativeness: 1. Creativity: 4. Empathy: 3. Reason: 5. Conviction: 2.
Skills: Close Combat: 2. Erudition: 4. Magience: 5. Occultism: 3. Perception: 5. Relation: 2. Science: 2. Travel: 1.
Advantages: Brilliant (+2 with Magience, Occultism, & Science)
Disadvantages: Pyrophobia 
Sanity: Mental Resistance: 7. Trauma: 0.
Consciousness: 7. Instinct: 5.
Orientation: Rational. 
Combat: Attack: 3 (Dagger Damage: 3), Defense: 13 (Protection: 4). 
Speed: 4. Potential: 2.
Stamina: 10.
Survival Points: 3.

Personality
Character Traits: Ingenious/Eccentric
Latent Disorder: Obsession

Mechanically, Shadows of Esteren is simple and straightforward. Whenever a character wants to undertake an action, he rolls a ten-sided die and adds it to the total of a Way, a Domain, and a Discipline. Typically, a character will be rolling against a Threshold of 11 (Standard), 14 (Complicated), and 17 (Difficult), with characters not needing to roll if their total is higher than the Threshold. The same mechanic is used throughout Shadows of Esteren—it is simple and it is direct, working well with the combat mechanics that have the potential to be short and brutal, the Sanity system, and Shadows of Esteren’s magics. The Sanity system has the characters making rolls against a Threshold set and kept hidden by the Game Leader as is each character’s mental state in game terms. The mechanics for the Sanity system are perhaps the more complex of those found in Shadows of Esteren 1-Universe, as are those for the Demorthèn Art and the Miracles of the Temple. The systems for both present a similar and flexible means of handling the ‘magics’ of the setting, that start off with quite small effects and build up with an accompanying rise in Threshold difficulties. For example, using a Vegetal Oghamic Stone, a Demorthèn might camouflage himself in the surrounding undergrowth with a Difficult (17) Threshold for a minute, but if he succeeds at a Heroic (30) Threshold, he might even cause plants to bloom, trees to grow, and thickets to spread for miles around. Essentially the mechanic requires to the player and Game Leader to agree upon a Threshold for the desired effect rather than presenting a set of ‘spells’.

In contract, the section on Magience is something of a disappointment, primarily because of its limited focus. This is essentially on the extraction and refinement of Flux, the substance that fuels the artefacts and devices built by the Magientists. A list of common devices is included in the book, but there are no rules that allow the player character Magientist to devise and build items of his design. To be fair, there is enough here to get a campaign started involving the Magientists. Advice is given on allowing player characters to start with the Demorthèn Art and the Miracles of the Temple.

The advice for players and Game Leader alike is excellent. At the heart of said advice is that they ‘role’ with the system rather than roll it. The good news is that the system is light enough and unobtrusive enough that it supports this advice, though it does very much means that Shadows of Esteren 1-Universe is not a book for anyone new to roleplaying. Elsewhere, the advice covers character creation and play, types of player character group set-ups, and so on. The advice presented here is always straight forward and it is always useful. 

As with Shadows of Esteren 0-Prologue, the look of Shadows of Esteren 1-Universe is incredibly well done. The artwork is rich and detailed, and adds a great to the look and feel for the setting. The book is also well-written—to an extent. The problem is one of translation, Shadows of Esteren originally having been Les Ombres d'Esteren, so occasionally some oddities in terms of phrasing do slip through. More of a problem is the density of the text and its presentation. With the setting presented through in-game means through letters, reports, and so on, it becomes quite difficult to assimilate it—let alone finding any particular fact or aspect of the setting in the book. This impedes both the imparting of the setting of Esteren to his players by the Game Leader and his making use of it to write material of his own for a game or a campaign. In this it does not help that the book is very much organised to keep its setting material and its mechanics very much apart from each other, so often there is not the immediate correlation between the two.

If you have seen Shadows of Esteren 0-Prologue and liked it—and why not when it is available to download for free?—then Shadows of Esteren 1-Universe is your next step. Beautifully presented, it pulls you further into the rich and detailed world of Esteren and the Tri-Kazel peninsula, immersing you with detail after detail. It presents a low fantasy and grim fantasy world with just a hint of horror and the unknown—details of both will have to wait for later books—that offers quite a lot of options in terms of what can be played. There is still yet plenty of information about the setting that has not yet been given and will have to wait for later books, but Shadows of Esteren 1-Universe is an excellent introduction to its setting and mechanics that do require more attention than most fantasy RPGs.
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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, shadows of esteren, UK Games Expo | No comments

Sunday, 14 July 2013

An Esteren Starter

Posted on 16:42 by Anthony Carold
Just as with everything else, the English language dominates the hobby industry. For the most part this means that most RPGs are translated from English into a nation’s own language, but the passage of RPGs from the English language to another is not wholly one way. Some RPGs do get translated into English, for example, Siroz’s In Nomine Satanis/Magna Veritas was translated by Steve Jackson Games as In Nomine in 1997; Cubicle Seven Entertainment publishes Kuro, Qin, and Yggdrasill, all French RPGs from Le Septième cercle; Ulisses Spiele GmbH’s Adventures in Kaphornia 01 – Draconian Rhapsody: A Fantasy Movie For Your Game Table is a German RPG published by Chronicle City; and Maid the Roleplaying Game is a rare Japanese RPG to be translated into English. What these all have in common is that English language publishers have translated and had them published. Not so Les Ombres d'Esteren or Shadows of Esteren, a new French RPG whose publisher, Agate RPG, is bringing the RPG to the English speaking world following a successful Kickstarter programme.

Shadows of Esteren is a low, dark fantasy RPG set in a world on the edge of great change, but still looking to older traditions and still fearing that something unspoken lurks in the dark beyond man’s understanding… The setting is the Tri-Kazel peninsula, an isolated and hilly, heavily-forested spit of land cut off from the rest of the Continent. It is divided into three countries, all descended from the same tribes, but now following own their paths. Tol-Kaer adheres to the old tribal ways and the Demorthèn spiritual cults; missionaries from the Great Theocracy to the north have converted Gwidre to the Temple of the One God and adopted feudalism; whilst Reizh, fascinated by the machines and ‘toys’ of the Confederation, has taken up the science of Magience, developing and creating devices powered by ‘Flux’, an energy derived from matter itself. Although these ideologies predominate in each of the three countries, they are not exclusive to any of the three countries despite their being inherently antagonistic towards one another.

What is common to all three countries is a fear of the Feondas, an enemy that the Demorthèn consider to be the expression of death and destruction unleashed by chaotic nature spirits; the Temple see as demons; and the Magientists regard as a natural predators to be neutralised. The exact nature of Feondas remains undetermined, but all fear their predations and what their corrupting influence might turn human nature to… It is this, combined with the facts that the rules for Shadows of Esteren do not quantify or necessarily stats for the Feondas, that the rules include a solid Sanity mechanic, and that the rules possess a certain brutalism have led some to describe the RPG as at least being Lovecraftian, if not actually Cthulhu Dark Ages done right.

Shadows of Esteren 0-Prologue is the first title released for the game. It is not the full RPG, but rather an introduction to both the rules and the setting. It comes complete with a description of the setting, a discussion of its themes, an overview of the game system, six pre-generated characters, and ‘Omens’, a trilogy of three complete scenarios that serve as a prologue to the game’s overarching campaign. What strikes the reader first about Shadows of Esteren 0-Prologue is how good the book looks. Eighty pages of full colour, painted artwork that both inspires and awes the reader.

Mechanically, Shadows of Esteren is simple and straightforward, at least in 0-Prologue. The core traits of a character’s personality are defined mentally by five Ways – the Way of Combativeness, the Way of Creativity, the Way of Empathy, the Way of Reason, and the Way of Conviction. Each Way possesses Qualities and Flaws – positive and negative aspects, so for example, possible Qualities and Flaws for the Way of Combativeness include assertive, optimistic, brash, and stubborn if high a high value, but calm, level-headed, pessimistic, and sad if a low value. Each Way is valued between one and five. Similarly, Domains, the system’s broad skills, such as Craft, Close Combat, Erudition, Magience, Prayer, and Science, are also valued between one and five. Beyond a value of five, a character must specialise in one or more Disciplines, each of which is valued between six and fifteen. Thus a character might have a Domain of Close Combat 5 and a Discipline of Bastard Sword 9, meaning that his rating with a knife would be 5 and 9 with a Bastard Sword.

To undertake an action, a character totals the value of an appropriate Way, Domain, and Discipline and adds them to the roll of a ten-sided die to beat a set Difficulty Threshold – the standard being eleven. It should be noted that all six of the pre-generated characters have their values pre-totalled for ease of play. The same mechanic works with both in combat – which is short and brutal, and the Sanity system. Rolls for the latter are made with only the Game Leader – or Game Master – only knowing the Difficulty Threshold. The full rules for Sanity are not presented in Shadows of Esteren 0-Prologue, but rather presented on a case-by-case basis in the three scenarios.

To play through the three scenarios in Shadows of Esteren 0-Prologue, a total of six pre-generated characters are provided. They include a female Varigal, a courier and messenger for hire; a female warrior in training; a male spy turned archer; a male Demorthèn trainee; and a male Adept of the Temple. By playing through ‘Omens’ using these six, the intent is that the players can transition onto ‘Dearg’, the Shadows of Esteren campaign, though the Game Leader could instead have them use the characters given in Shadows of Esteren 1-Universe or have the players create their own. The six in Shadows of Esteren 0-Prologue have ties of varying strength to the region and to each other, though this need not be established before play begins of the three scenarios as if played in order as presented, they begin in media res.

‘Omens’ consists of ‘Loch Varn’, ‘Poison’, and ‘Red Fall’. Throughout, the authors use icons to highlight certain elements of particular moments and scenes – Gore, Psychology, Supernatural, and Suspense, as well as tips for the Game Leader and suggested musical cues. Many of the latter come from Of Men and Obscurities, a CD of music specifically written for use with Shadows of Esteren, but cues are given for other soundtracks also.

‘Omens’ takes place in Loch Varn’s Vale. It opens with a bang in ‘Loch Varn’, the characters under attack and unsure of where they are. The situation is intentionally unsettling for both players and characters, and the aim of the adventure is for them to uncover where they are and how they came to be there. Equally, this is not an easy scenario for the Game Leader to run and quite possibly a frustrating one because the players are not necessarily in full control of their characters. Further, as the initial scenario of the trilogy, it is probably too difficult an affair for the inexperienced Game Master. One suggestion made is that the scenarios of the trilogy be run in a different order, but this feels at odds with the intent of Shadows of Esteren 0-Prologue and certainly defuses the impact of playing ‘Loch Varn’ first.

The second and third scenarios in Shadows of Esteren 0-Prologue are shorter and more traditional affairs. ‘Poison’ sees the characters investigate an outbreak of illness that sees many of its victims sent into a murderous rage before they die. The characters are caught up in this as they investigate and there is even the possibility of their coming down with the illness and suffering its effects. ‘Poison’ is the most straight forward adventure of the trilogy, such that it works as an easier introduction to Shadows of Esteren for both the Game Leader and his players. Initially, the third and final scenario, ‘Red Fall’, feels very similar to ‘Loch Varn’, but rather than every character beginning the adventure in an unexpected situation, it is just the one. Despite the reuse of amnesia to set up a scenario, ‘Red Fall’ is a murder mystery that adds a greater complexity over ‘Poison’.

Physically, Shadows of Esteren 0-Prologue is beautifully presented. At its worst, the book reads a little oddly in places, but that is an issue with the translation. Nevertheless, it is an engaging read.

One complaint about Shadows of Esteren 0-Prologue is the lack of explanation as to its secrets and an explanation of what the Feondas actually are. Certainly there is no explanation in Shadows of Esteren 0-Prologue or indeed in the next book, Shadows of Esteren 1-Universe. Rather the explanation is saved for a later book. Some readers or Game Leaders will be disappointed by this, but for Shadows of Esteren 0-Prologue, this is not an issue. The mysteries presented here have as much explanation as is needed.

There is much pleasure to be had in Shadows of Esteren 0-Prologue. It comes from the obvious love put into its presentation, from the effort put into presenting a world in a relatively small page count, and from the triptych of scenarios that work hard to immerse the player characters in the setting. Lastly it comes in the presentation of the mysteries in Shadows of Esteren 0-Prologue, not just in the individual scenarios, but in the feel that there is more to this RPG. Atmospheric and engaging, Shadows of Esteren 0-Prologue is a well done introduction to the mysteries and setting of Shadows of Esteren.

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