A D20 System supplement from
Sword and Sorcery Studios
Rating:
(4 out of 5 hearts)
by Jean-Michel
"Hollowfaust, City of Necromancers" is the second sourcebook centered
around a city on the continent of Ghelspad in the Scarred Lands setting.
The city was built at the foot of a volcano and its population was destroyed
when the volcano errupted during the Titanswar. After the conclusion of the
war, a group of necromancers established themselves in the city's ruins, excavating
the corpses left after the disaster and using the necromantic energies surrounding
the ruins to further their experiments. They started clearing out the ruins.
Refugees seeking solace in the harsh post-Titanswar world found their way
to Hollowfaust, and the necromancers accepted them in. A symbiotic arrangement
evolved where the citizens provide goods, foods and an elite armed force for
the necromancers while the necromancers provide security. Although the necromancers
are the absolute rulers of the city-state of Hollowfaust, the requirements
of the city's survival in a dangerous environment led to the creation of a
just system of ruling. The people of Hollowfaust are probably the most comfortable
in the Scared Lands. Because the necromancers use skeletons and other undead
constructs to handle most forms of menial labour, the civilian population
is free to pursue other personal activities. The undead militia provides the
greatest bulk of Hollowfaust's army. This successful organisation of the city
assured its survival of three sieges by Titanspawn forces.
The citizens of Hollowfaust are constantly in contact with undead patrols
and workers; such proximity to death has led them to develop a very dark sense
of humour. Indeed, the ubiquitous reminder of eventual demise led Hollowfaust's
citizens to develop a very permissive "live for the moment" attitude.
One of their favourite entertainment is terror, and a few theatres provide
shows to scare the populace. Each citizen is given a curfew token that insures
that the undead guardians leave them alone. Visitors are better off respecting
the curfew, because the undead patrols arrest anyone found walking around
after dark without the token. Better not mess with the undead patrols as they
are reputedly unreliable in accepting surrender.
Hollofaust's laws states that when anyone, citizen or visitor, dies in the
city, that person's remains become the property of the necromancers. The necromancers
pay well for the remains of unusual or powerful creatures (or adventurers)
and many adventurers get rich that way.
This book describes the history and the current state of affairs of the city
in a lot of detail. The city's legal system is exhaustively described because
it is quite possible that visitors will have to face its representatives at
some point. The civilian population's activities, customs, religious practices
and regular hang-outs are well described. The necromancers, who live in the
Underfaust separated from the civilian population, are divided into seven
guilds. Each guild and the life of a necromancer are well fleshed out, pun
intended.
A small chapter gives a few sketches of potential adventures in Hollowfaust.
The last chapter offers new spells, most of which are from the school of necromancy
and are unique to Hollowfaust's libraries. Some interesting new magical items
found in Hollowfaust are also described.
The appendix contains the descriptions of five new prestige classes specific
to the denizens of Hollowfaust. The Animator specialises in the animation
and control of corporeal undead. In Hollowfaust, they are the guild responsible
for the creation and maintenance of the undead minions. The Mourner is a member
of the guild named the Chorus of the Banshee. They perform the ceremonies
that help the citizenry cope with sorrow and loss. The Shade-Touched are most
likely rogues who develop special powers by turning their necromantic potential
inwards. The Speaker of the Dead specialise in raising noncorporeal undead
and communicating with them. They are often called upon in Hollowfaust to
put distressed or troublesome spirits and ghosts to rest. The Unfailing are
the bodyguards of Hollowfaust's necromancers. They are extremely resistant
and, at higher levels, keep fighting to protect their charge even if slain.
The rest of the appendix describes the undead minions and constructs of Hollowfaust's
necromancers, as well as fauna (living or not) of the area.
Although this book is excellently made and a must for anyone running a campaign
or interested in the Scarred Lands setting, it will not be that useful otherwise.
While the book describing Mithril provides readers with a big city that can
be adapted to most settings, this one describes a unique, strange surrounding
that strongly reflects the particularities of the Scarred Lands setting. The
quality of the material and of the story development justifies a rating of
at least four hearts even if the book is not really intended for the widest
audience.
Weaknesses: Some glitches slipped in: the end of a boxed text regarding the
sewers is missing on page 59, two columns on page 108 were inverted, the Unfailing
prestige class is given a d1 as hit die and I'm pretty sure it should read
d10 (but who knows). I only looked closely at the stats of one NPC,
Yaeol, a 15th level cleric with a wisdom score of 15. That should technically
make it impossible for him to cast all the spells above 5th level listed in
his spell per days. If there is a mistake here, there could be more in other
characters' stats.