Lords of the Night: Liches
Lords of the Night: Liches, is the second product from a small
UK company Bottled Imp
Games. It's a d20 sourcebook for Liches, and is the follow-up
to last year's Lords of
the Night: Vampires. Due to a variety of problems, this was
massively delayed, almost 8-9 months after Vampires came out*.
Lords of the Night: Vampires is quite possibly my favorite d20
book. At least d20 sourcebook. But then I have a thing for
vampires (I even liked the movie Underworld. Heck,
right now, I'm listening to the Alucard mix of Robert Nickson's
"Spiral", though other than the name, it has nothing to
do with vampires).
But Liches, well, Liches just don't do much for me. I mean, when
I think of vampires, after seeing Underworld, I now think of Kate Beckinsale
in a skintight outfit (though honestly, her face is the most
stunning thing about her. Her voice isn't bad, either). When I
think of Liches, well, it's more like Kate Moss in a skintight
outfit. Ick. I mean, they're basically skeletons, with bits of
flesh on their bodies, not very attractive (unless you're Johnny
Depp, I guess. I tried looking for an appropriate hyperlink for
Ms. Moss, but yeesh, one picture and I had to stop).
Honestly, if LOTN: Vampires weren't so great, I probably would
have passed on this. Except, I was interested in more of the
Lords of the Night metaplot, and figured at the very least, it
would have some info that would tie into the vampire book. I'm
very glad I didn't pass on it - while it does have some tie in,
it's also one brilliant book by itself. Even if you really don't
like liches.
In the Lords of the Night universe (which is sort of a meta
setting, that can be inserted into the background of your world),
there seems to be two basic forces, that of creation or order,
apparently called "The Arcane", and that of entropy, or
the Void. Liches are largely servants of the Arcane. At least the
ones in this book (Arcane Liches, or Liches, as opposed to
liches). They turn themselves into liches because it's a way of
transcending their living bodies. (Regular D&D liches are
called mundane or necromatic liches, and are in this, copies of
the proper Arcane Lich detailed in this book.)
Not really the "good" guys, so much as people more
concerned with their own ends, which is their own power. The
forces of the Void threaten them (the Void really are bad guys).
While the book is a bit heavy on background material, it's pretty
easy to ignore the Void vs. Arcane meta-plot, and just
concentrate on the Liches themselves. Generally speaking, the
rules are pretty well separated from the plot stuff. Thankfully,
there is a glossary/score-card early on to help you keep track of
who is what and the terminology. (I also liked how the
terminology has both words that people in a D&D universe
would use, and proper names used by the Liches or Arcane
themselves. Very clever).
Basically, Liches belong to a different order, and each have a
different age or state of decay (the more dead, the more
powerful, then they finally fade away. Like with rock stars).
Death Touched, Living Dead, Sunken Lich, Necrotic Lich (this is
when they start looking skeletal like, as opposed to just Keith
Richards like), Skeletal Lich (now complete skeletons, no fleshy
bits at all), and finally, Spectral Lich, who are complete
disembodied (though they can possess people under some
circumstance). Both the age state and order are handled by
templates. Some might have preferred monster classes, but I think
templates work the best, since it's not like the Liches will be
changing the age state all that often.
The order the Lich belongs to can roughly be considered a clan or
class, besides their abilities, it mostly determines where their
interests. There's the Frost Lich, which really like cold
weather. There's the Artifex Lich, who like golems and mechanical
constructs.
There's two sorts of Lich that deals with the dead. One is a
necromancer sort of a Lich (the Dirge Lich), while the other is a
cleric sort of a Lich (The Mors Lich). The Darke Lich is a sneaky
sort, they are spies and thieves and rogues. The Umbral Lich is
hard to describe, they are sort of puppeteers, they make
creatures out of shadows. And there is the Prime Lich, who are
None of the Lich orders really appealed to me much, at least, if
I were personally looking to become a Lich, I wouldn't want to
join any of them. Stretching that to the mindset of the average
player character, there are some that are somewhat appealing, but
still, who would want to be a Frost Lich? Being cold sucks. There
should be a Lich order that involves lying on a beach drinking
some sort of fruity drink - that's what I find appealing. But
then, like I said, I am not the sort that would want to become a
lich.
Beyond the whole immortality thing, Liches gain several powers.
The most notable is "Arcana". Basically, they spend
spell points to perform certain magical acts. The effects are
basically like spells, though it can also create things (like
golems) and emulate other special abilities (like turning other
undead). There are 13 types of Minor Arcana, which any Lich can
learn (and each of these have 6 different powers), and 1 Major
Arcana for each order of Lich (though the can also learn ones of
an order they aren't affiliated with, if they are granted
permission and find a teacher).
Liches can also impose their will on the fabric of reality itself
(this is called "Sorcerae"). And so, do just about
anything they want. However, this is not as easy as it sounds. In
fact, it's quite difficult. And it also poses some risks, from
attracting followers of the void, to insanity.
In fact, insanity is one of the main hazards of Lichdom. There
are several categories they can pick up, with differing levels in
each category. Some insanities are temporary, some are permanent.
The latter case happens when a Lich jumps to a higher (or deader)
state using a ritual, rather than evolving naturally, or when
they really stretch their powers and it backfires.
All in all, the rules for Liches is quite extensive, and seem to work pretty good. I haven't playtested them extensively (not enough to mark this is as playtest review), but I have played with them some, and they seem solid. They also seem to be pretty flexible in terms of power. The younger types of Lich aren't terribly powerful, and seem to be okay for lower level characters, while the older ones are fearsome indeed.
The last third of the book or so details the city the Liches
live in, Kethak, the City of Lost Souls. Frankly, it's an
overwhelming place. Reading about it gives me a feeling similar
to what the Greeks must have felt when picturing Olympus.
It's located on the Plane of Ash (adjacent to the Plane of
Cigarette Butts), a very inhospitable place to the living. I
can't really do justice to the sights in the city, so I'll just
give some of the names of places mentioned: The Bridge of
Restless Dreams, The Gardens of Jaded Memory, Senetar Glacius,
Aedes Singularis, the Ancora Cursus.
In D&D power terms, it makes Elinster, Drizzt and the
Forgotten Realms look like wind-up monkeys playing in a cat's
litterbox. Besides the high level Liches themselves, there is the
Council of Wizards. Despite the name (which was apparently
conferred on it by mortals), they are not wizards, but closer to
gods. Except they're more powerful than gods. They were the first
inhabitants of the universe, born moments after creation. Wisely,
they are not statted.
Of course, they are not without their equals. In this case, the
Dark Vertex. Who are actually the same sort of beings of the
Council of Wizards (the Arcane), only devoted to the void.
The backstory is actually somewhat reminiscent of Michael
Moorcock's stuff, in that there are 3 major forces fighting for
the fate of the universe. In his work, it was the forces of Law
vs. Chaos. vs. the Balance (or Neutrality), which is where the
standard D&D alignment comes from. In this, it's the forces
of Creation (the Arcane) vs. Destruction (the Void) vs. Good (the
Powers of Light, which will apparently be detailed in the 4th
book from Bottled Imp, the next being a book on zombies).
It's a very beautiful book. Almost a bit too beautiful in the
case of the font used. While it's easy to read, the capital
letter used is much larger than the regular letters. This becomes
a problem at times because there are a lot of proper names in the
book. "Arcane", "Spectral", "Lich",
etc.
The art is absolutely fantastic. Admittedly, I never thought of
liches wearing top hats. But it really really works. Now I can't
imagine a lich wearing anything else (I do like that lich wearing
lots and lots of gold chains on the Lost City of Barakus cover,
from Necromancer Games, but clearly it's a Mr. T reference, and
not a dress code something most liches follow).
This is really a wonderful book. Much like Lords of the Night:
Vampires, it has a certain magic to it. The sheer imagination of
it is astounding, especially the part on Kethak, the City of Lost
Souls - every page drips with marvels and amazements. In a way,
it returns to the game the awe and majesty that was in D&D in
the very early days - the sort of thing you'd feel when you'd
look at the cover of the DMG, and see the City of Brass and the
giant Efreet.
For some, there might be too much background material. I'm not
sure how much of the background I'll actually use, other than for
sight-seeing purposes (so to speak). But it's a joy to read, the
meta-plot can be ignored easily, and the book is chock full of
crunchy stuff. And indeed, the book has little to no padding or
white space, so it's a very good value.
So, if you want a book on liches, this is quite a novel take on
them, and suitable for both players and DMs alike. If you want an
RPG book to just read and wonder over, this is also great. If
you're looking for a more standard D&D take on the lich, this
might not be for you. But even then, you could probably ignore
the meta-plot, and still just use crunchy bits. I still like
Lords of the Night: Vampires better, but this is a very solid
follow up (and better style-wise). A+
* Which to a degree actually mirrored my problems
getting this book - I ordered one back in January from a dealer I
never tried before, and after months of waiting, it never showed
up. So I had to order one from FRPGames, a much more reliable
dealer (and it was sent to me promptly). Stupid me for trying to
save a $1. Though I imagine I had much less trouble than Bottled
Imp, so I can't feel too bad. But this is one of those cases
where the anticipation wasn't better than the result, and I was
quite happy and impressed when I finally got it.
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