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Valus
Valus is a recently released d20 campaign setting from Different Worlds Publications (they also just put out the 4th module in the Maze of Zayene series).
What? Another d20 campaign setting? Aren't there enough of those already? While I actually would answer "No" (You can never have too many, if only to borrow ideas from), Valus is a lot different in feel than any other d20 fantasy setting I've seen, and it's exquisitely done. And other than the tone, it's generally not too hard to integrate into any other fantasy setting, as it's mostly set on a 600 mile or so island (though it will take some doing to reconcile the background mythology).
Background
If it's one thing that d20 doesn't really have for fantasy, is
gritty, dark settings. How gritty is Valus? Well, the tag line
for it is "A World Born Without Love". Okay,
that (at least the last 3 words) might sound like a Lifetime TV
movie, but the tone, combined with the extensive mythology (which
explains the tone), is a far cry from any other d20 setting I've
seen.
Yes, there's Midnight, which is sort of Tolkien if Sauron had
won. But that's almost cartoon-ish grimness. This has
"realistic" grimness, the world is grey instead of
black and white, or maybe more accurately, like the real world,
it has black and various shades of grey. Some would say it's presumptuous
of me, but I would put in Valus in the same group of worlds as
Harn and Glorantha (without the ducks, anyway) in terms of
"realness". Besides the feel, it has a long history as
a gaming world, going back to the mid 80s. So it's fairly old and
established, and has had a lot of history take place in it.
Essentially, it's a fantasy world, but it has no "good"
gods in it. The line "A World Born Without Love" isn't
just a tagline, it's literally true in this case. The gods of
this world don't feel love. For anyone or anything, including
their worshipers. They view them pretty much only as tools or
pawns.
The mythology is a bit complicated and this explanation ended up
a little longer than I like, but I think I have to explain it to
give you a feel for the world. Basically, the universe started
out with one super-powerful god-goddess. Then for some reason,
she had children. However, this didn't turn out like she planned,
so much like Eric Cartman's mother-father, wanted to perform a
post-birth abortion. Unlike Cartman's mother-father, this
god-goddess actually ended up killing her children, but in the
process, lost her capacity for love.
The corpses of her children turned into the world. But the
corpses weren't completely dead. The various bits inside it
somehow turned into lesser gods, called the Drimm, and crawled
out from within the body. There were a lot of these. They
eventually started fighting amongst each other, and over the
course of time, whittled themselves down to about 100 or so. Then
the god-goddess intervened, not wanting them to destroy
themselves completely, moving some of them to the Moon, while
leaving the more peaceful ones (she thought) still on the world.
However, this didn't quite work out either. The ones remaining on
the world got bored and belligerent, but couldn't fight each
other directly (they promised not to, and were afraid of getting
smacked by the god-goddess if they did). So they figured out how
to use their magical powers to create monsters to do their
fighting for them. (Most of them. All except 12, who were too
dumb/idiotic to do so). So, this fighting of created monsters
goes on for quite some time - the monsters that were made were
horrible, essentially demons and devils and the like.
This doesn't last forever. Once again, the god-goddess gets
annoyed at all the Pokemon style fighting (the fighting wakes her
up), so she sticks all those created monsters into hell (the
Abyss) and smacks down all those Drimm that created all the
monsters.
All the Drimm except for the 12 loser Drimm that couldn't figure
out how to create monsters. Because they behaved (though only
because they couldn't create things themselves), the god-goddess
took mercy on them, and essentially gave them the god-like
powers, including that of creation, that they had lacked. But not
trusting them, either, she gave them perfectly balanced powers,
and decided to lock them far away in a dimension, and made the
Sun as a portal to it. Then she went back to sleep.
The first thing these 12 did, was to create a race of guardians,
beings that would watch over the demons and devils that their
brethren had created. Because before they were given powers, they
were picked on by their brethren. And so developed a fear of
their fellows, and the creations - the demons and devils. These
guardians were Angels/Archons.
Eventually though, the 12 did start to quarrel among themselves,
and start fighting. But because they were so evenly matched, they
could never win or lose, and actually gained and lost
power/influence on a regular basis.
In the meantime, life had evolved on the planet below. From the
seas, much like on earth. Eventually, humans finally showed up.
At first intensely curious about the world and it's creation and
their role in it, when they eventually learned the truth, and
their "gods", they were appalled.
My recap really doesn't do it justice - the book takes 20 pages
to explain it. I really found this part fascinating. Rarely in
RPGs do you see much of a connection between the tone of the
world and the mythology of, which is sort of a disconnect from
the real world.
There's not a general feeling of heavy oppression, or impending
doom, just a resignation to a fate. The feel reminds of Brian
Aldiss's Malachia Tapestry. Or maybe Jack Vance's Dying Earth
(the first novel, not the rest, which are silly). Or if you're
old enough, the Jimmy Carter presidency, aka the era of Malaise.
As a Gnostic myself, I couldn't help but notice the similarity of
the basic background to Gnostic mythology. Even the name of the
goddess is similar - Sacifea in this, Sophia in Gnosticism. So I
might be a bit biased in liking this, it's not nearly as blatant
or annoying a rip off as say, Kult, nor is it a weird
misinterpretation like say, Dan Brown's DaVinci Code or a certain
book from another game company, just loosely inspired (maybe -
could be a coincidence). But most people won't even notice.
Still, though, because of that, I do think Malachia Tapestry is
the feel I mean. It's been ages since I read that book, but if I
remember correctly, it was set in sort of an alternate universe,
where the main religion was that of the Bogomils. I don't know
much about the Bogomils, except that they were Dualists
(believing in a good and an evil god) and so are generally
labeled as "Gnostic". Though it seems they were heavy
on the evil god part and light on the "gnosis" part, so
they were something of a depressing lot.
Changes/Additions to d20/D&D Rules...
Valus has a fairly long history (15+ years in the real world, I
think. I could have sworn I read it first was gamed in in the mid
80s, though now I can't find that) and was originally developed
for a game that wasn't D&D. So when it comes to classes and
races, it's not 100% D&D, though the changes aren't huge.
The races get changed somewhat. Gnomes are quite different, they
are called "Pems" and are sort of magical and reclusive
and can change color. Elves are called "Drel" and are
more aloof and arrogant than good. A bit Tolkien-ish, but not
overly so. Dwarves are called "Durven" and are greedy
and crude.
Because it's sort of a grim world, you get a lot of nonconsensual
crossbreeding. Besides the normal Half-Orcs and Half-Elves, there
are Trulls, which are half-troll, half-human, and Roven, which
are half-gnoll, half-human. Though the latter two actually now
breed true, and so are now proper species. The stats for the new
races seem sound mechanically (maybe too much so, I would
probably expect the Trull to be stronger, being essentially part
troll, but they only get a +2 strength. Presumably to keep the
effective character level at +0).
There's something of an undercurrent of racism between the
various races. Most non-human races aren't especially liked
(except maybe the Pems) and many human races don't like each
other much. A chart has various offensive names used to call each
race (none is particularly offensive to modern ears, and most
make sense, like calling Dwarves "Stumps". Heck, when I
was a kid, all my Dwarf characters were named "Stump".
Though largely because I was a big Stump
Mitchell fan).
While the setting is not low magic per se, powerful magic isn't
very common,so classes get tweaked a bit.
The Cleric probably is altered the most, because of the way the
gods work in Valus. The various god's power waxes and wanes
regularly, and thus so do the powers of their clerics. Basically,
for one month out of the year, plus one week a month, they gain
some additional powers, but for a same amount of time in a
different part of the year/month, they suffer from some negative
effects. The latter can range from losing the ability to read, to
smelling like a swamp, to not being able to lie, a few other
doozies. There are basically 2 negative and 2 positive effects
they suffer from, plus either gaining or losing a spell slot
(sort of).
Plus, some spells can only be cast when the Cleric's god is
ascendant. Most notably, the spells involving the ressurection of
the dead (Raise Dead, Resurrection, etc). Even when the raise
dead spell does work, it needs the personal approval of the god
of the cleric who casts it. The god will generally ask the
character being raised to do something for him or her. And the
character who is raised will be marked in some way. Usually some
way unpleasant.
Paladins are an interesting sort. Mechanically they are similar
to normal D&D paladins, but they are generally outcasts,
because instead of worshiping any of the proper gods (not being
good, they aren't worth of a paladin), they have sort of a
special connection with an Angel or Archon. Sort of like Joan of
Arc heard voices from one of the Marys, the Paladin hears the
voice of their specific guardian/patron angel.
Bards are tweaked just a teensy bit - they can take a subtype,
Skald, Minstrel, or Troubadour. This doesn't affect them much,
each subtype is better than the regular bard at something, but
worse at something else. Good for flavor.
There's only one prestige class, the "Covenguard", or
member of the "Order of the Covenant". Basically, they
hate all outsiders, both Demons/Devils and Angels, and do their
best to expel them from the world.
As befits this book, they have sort of a complicated history.
Apparently the god-goddess of the world gave a unique name
(called a "True Name" to everything in the universe,
everyone that was and everyone that will be. Fish, people, rocks,
gods, demons, angels. Everything.
But to some beings she told the True Name of others. In the case
of the angels, she told each one the true name of another so they
would work together. In the case of fiends, she told each fiend
the name of another so it would try to manipulate that fiend. And
the Covenguards were created to exploit this (somewhat) to keep
the world safe from extra-planar influences, because the
god-goddess didn't want the world to become a battleground for
angels and fiends.
On a related note, this also makes the summoning of extra-planar beings more dangerous for spell-casters. The gods generally notice when powerful beings are being summoned or show up on the world, and they don't like it. Do it enough, and the summoner will face divine retribution. This can be any of a number of things, from having to do something, or pay a fine (essentially, it's left up to the GM to decide).
Setting
Details/Geography
Valus is sort of shaped like Crete, only a bit crooked. It's
basically divided into 3 regions - the two ends, and the middle.
Pretty much every site or terrain feature or town on the island
gets at least a paragraph of description. Most important places
get more detail, a few get a whole lot of detail, including a map
of a city with keyed locations.
It makes good use of small bits of prose to set the mood. The
author of this book is actually a pretty good fiction writer -
he's got a fairly popular "Story Hour" thread over at
ENWorld, which basically relates an ongoing campaign in his
world.
There are a couple of kingdoms on the west end, one called the
Empire of Carrik, the other the Kingdom of Rhelm. Despite the
name, the Empire of Carrik is not especially big, but it used to
own most of the other parts of the isle (including Rhelm) before
losing them in a civil war.
Carrik is ruled like an Empire, though, it's got a triumvirate
running things (that is, 3 people)
There's something of a "Cold War" situation between
Carrik and Rhelm. Not an out and out war, but most people expect
one to come any day, and there is a fair amount of espionage and
tension between the two sides.
The middle section of Valus is somewhat desolate. The south part
is called the "Loamlands" where there are only a few
independent towns and villages. There are 3 Scottish or Celtic
like "clans" that live here, the Larrens, the Calahens,
and the Cormicks, which are mostly nomadic. Two of the clans
don't get along, and have each sided with one of the west Valus
countries (though the text is a bit unclear on who has allied
with whom).
To the north of the middle section is a large, imposing mountain
range, which has some dwarves living in it. 7 different clan of
dwarves, actually (unfortunately, no relation to the 7 Dwarves of
Snow White fame). They aren't unified, which each clan having
very different personalities.
The eastern section of Valus is one kingdom, at least in theory,
and is ruled by a fairly competent Queen, but some of her dukes
are not the most loyal of vassals. One completely ignores her.
Two others are essentially at open war with each other. And one
Countess, which is only supposed to give out Letters of Marque to
privateers who prety upon enemies of the country, actually pretty
much lets people get away with piracy. There's also a burgeoning
drug trade, which claimed the life of the Queen's niece (though
she was raised form the dead).
Also complicating things is that that area doesn't completely
belong to the kingdom. There is one Free City, which is
essentially a city of thieves. And one city used to belong to a
somewhat neutral power on the main continent, but was invaded by
the Queen. This irked the neutral power a lot. Added to this mix
is a fairly powerful subterranean dwarven kingdom which is ruled
by a fairly stern and fairly amoral tyrant. So there's a fair
amount of intrigue in this kingdom.
Valus seems suited for a large variety of styles of games.
Intrigue and politics. There's numerous ruins mentioned, so you
can do dungeon crawls. There's lots and lots of pirates, so
swashbuckling is possible, too. And higher level characters could
make their own impression on the place, so they can aspire to be
more than just lackeys and errand-people. It's a really nice mix
of detail and openness.
There's a short but comprehensive chapter on running a
"Valusian" campaign, that is, set solely on the island.
It's full of details and adventure seeds and campaign ideas. And
various tidbits on Valus that didn't fit into the other sections
of the book.
Rounding out the book are 3 appendices.
The first is a short adventure, designed to introduce the
characters to Valus and the grayness of it. Works pretty well.
More role-playing than combat.
Next is a section on Valusian items new to D&D/d20, including
weapons, food, several recreational drugs or narcotics, and
plants. The new weapons are solid, mechanically (i.e, not
munchkinny) and the drugs are a nice reminder that all is not
cheerful on Valus.
Lastly there is a distance chart to and from various places on
Valus. Quite handy.
Tangibles/Presentation (Art,
layout, etc)
The layout is pretty good. Logical, and things are easy to find.
It's an easy book to read, unlike say, the Kalamar setting book
which was really dry and boring. It's also just packed with
stuff, sometimes I just open it randomly, and come across an
interesting detail I had missed.
The art is very good, and does a great job of capturing the
setting, from the sneer on the Horadrel (elf) to the somewhat
chilling illustration of a paladin starting to get stoned (as in
getting rocks thrown at him), to the pathos of a Trull. Also,
speaking of elves, it's nice to see them normal looking, without
the foot long, anime style ears. The only downside is, there
isn't all that much art.
The maps are also excellent. Nice looking, but also clear and
easy to read.
For the most part, editing is okay. I noticed a fair amount of
problems, like double words or words missing, but nothing too
jarring. Certainly not on the scale of a Mongoose book. The only
real major editing problem I noticed that was a problem was that
it's not clear which clan from the Loamlands is allied to which
Western kingdom
The paper is nice and heavy. The typeface used is very legible.
So, if you don't want to start a new campaign in a whole
new setting, how easy would it be to adapt Valus to your setting
of choice?
Well, not that hard, I think. Most of it's fairly self-contained.
There is basically a reference to an outside empire, but you can
replace that with any similar powerful empire in your world.
The religion is a bit trickier. But the mythology presented in
this, might not necessarily be true for your world, but the
people on the island happen to believe it. I mean, look at the
real world - pretty much every continent or region had its own
religion. A surprisingly large number of them also happen to have
fairly well documented "miracles", or at least very
weird events. So even though they can't all be right, since they
contradict each other, they also happen to produce supernatural
events. (I know I'm going to be vaguely worried when A.D. 2012
rolls around, and I'm not a Mayan. Or an Aztec)
So, you could simply make the religion in this, part of the
beliefs of just this island. That would actually make a lot of
sense, I think.
Final Thoughts
I really really like this. I appreciate the complex mythology. I
like the impressive but not overwhelming amount of detail. Though
I think I would have liked more hard detail in some things. For
instance, physical descriptions of some of the NPCs (it does a
good job of covering their personalities and motivations, which
is the important thing), and I would have liked to have known the
exact size of some of the smaller towns/villages. Nothing major.
A-
Admittedly, I'm something of a sucker for something like this. But I honestly think it's a great book/setting, and anyone looking for a grim, gritty, realistic D&D world will love this. When I said it was the "anti-Eberron", I was joking somewhat, but I do think there is truth to that. From what I've seen of that, Eberron is somewhat comic book-ish (especially the art) and favors style over substance. This is pretty much the opposite in every way.
Even if you just want help fleshing out your own campaign
world, this can be a great help, as you can drop Valus into it
without too much trouble.
Also, while it is a d20 product, I do think it could easily be
adapted to another fantasy rules system pretty easily. HARP for
instance.
And lastly, the web page for this has a lot of information, including a Q&A, artwork samples, and the table of contents and introduction from the book itself.
