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Happily, Races of the Wild does not adhere too strictly to the established formula. All the crucial elements are here - new races, prestige classes, and the rest - but more importantly, there is deep and useful information that takes up half the book without ever delving into new classes or feats. The book is meant to enrich the experience for those playing or running a game with elves, halflings, or the new raptorans, or anyone interested in new options for wilderness adventures.
Contents
Each of the first three chapters dwells exclusively on a player-character race. The three main races of the wild are elves, halflings and raptorans, and enough information is provided here to allow anyone to understand one of these races in depth, even if they have never even heard of them.
Each of these major race chapters begins with a 'Day in the Life' piece of fiction. This is not intended to be blood-stirring or exciting, but rather to show an average day for an average person in an average community. While not thrilling to read, exactly, they are interesting and provide considerable insight into the races' mindsets. It is all well and good to say, 'elves build tree houses.' It is another thing entirely to describe an elf traversing his traditional village home. These fictional preludes are a great way to begin the chapters.
The chapters go on to describe each race's physical appearance, clothing, jewelry, and grooming habits. Two pages on halfling fashion might seem excessive, but it is indicative of the detail with which players are provided.
Each chapter also discusses the psychological makeup of the race in question, describing some facets of the community that are particularly interesting. By following that discussion with a brief essay on life, both mundane and fascinating, for a member of a race, the Races of the Wild allows players to truly understand their characters and communities.
The wealth of information continues. Each chapter describes inter-racial attitudes, religion and folklore. A very interesting discussion on language is included in each chapter, along with a detailed description of a typical village or settlement. The settlement descriptions are accompanied by beautiful maps.
Chapter One: Elves
This chapter presents what is likely the most favorite PC race - the elf. From their particular beauty to their long-term mindset, their magic tendencies and martial training, a huge amount of background is provided for those playing these pointy-eared naturists.
The religious discussion in this chapter is surprisingly deep. No less than eight deities are described here, including Lolth, the goddess of the drow. Each deity is addressed in terms of domains, special effects, cleric training, prayers, and more. An elven cleric choosing a god has plenty of options.
My favorite part of this chapter relates a few tales of elven folklore and history. The long version of the story in which Corellon Larethian beats the snot out of Gruumsh is great reading, as are the exploits of the Giant-Killers. These stories provide a sound basis for an elven oral history.
I also loved the section on elven language. Three pages of descriptive text and helpful tables will allow the most unoriginal gamer to come up with an excellent name for their elf, and sprinkle their speech with elven sayings.
Finally, the description of Windingwater, an elven settlement, is not only a good place to base a party, but a great insight into the lifestyles of this fair race.
Chapter Two: Halflings
At first, halflings may seem like an odd choice for a wilderness race. They are included here because of their nomadic nature, wandering the countrysides from town to town like gypsies, offering their services where they can and stealing only what they need to get by.
To be perfectly honest, I was not as pleased with this chapter. Though it does provide information for those who want to play a wandering halfling, it stereotypes halfings as a whole and does a poor job of providing a deep and informative background for players of halflings. If halflings were all supposed to be just short human gypsies, this would be fine, but I have too much attachment to my Underhills and Bagginses to send the entire race traipsing across the wild in covered wagons.
Regardless of my feelings about changing my entire viewpoint about halflings, there is a lot of good information in this chapter. Halfling mindset, style, daily life and culture are all described in depth. Religion covers several deities a halfling might worship, and the folklore is particularly amusing. The language is not as involved as with elves, but still provides plenty of phonic background for names or the occasional halfling saying. The settlement of Fanta's Meadow is slightly incongruous, since the chapter discusses the halfling's wandering ways, but there is also a well-drawn diagram of a typical wagon, so that at least keeps with the theme.
Chapter Three: Raptorans
This chapter presents an all-new race, the feathered, flying raptorans. These fantastic demi-humans are covered in feathers instead of hair, and equipped with wings on their backs. They build their homes in cliffs and decorate their homes with crystal displays that light up their homes in the moonlight. Information is presented in this chapter about raptoran sports, architecture, and battle strategies.
Raptorans are a very cool new race, but I am not sure how well they would fit into the average campaign as player characters. Their huge wings, clawed feet and feathered heads make them instant freaks in any new environment. Of course, no gamer can ignore the benefits to be gained by having a member of the party who can fly at will, but they might wonder about their utility when they catch their wings going through a low doorway.
The background information for raptorans is just as complete as for the other two races. If you do want to play a raptoran, there is enough information here to build a good character with a solid backstory.
Chapter Four: Other Races
This chapter describes four monster races that can be adapted to be player characters. Catfolk, centaurs, gnolls and killoren are examined in these pages, though with considerably less depth than elves, halflings or raptorans.
Catfolk are pretty much what they sound like - humanoids with feline features. These plains people are loosely based on native Americans, coming from tribes like the Flying Eagle tribe. They are passionate and moody, much like cats, and are so feline that I was surprised they don't sleep all the time and then spend hours licking themselves. They are, however, an interesting alternative for imaginative players.
Centaurs are a familiar race to any D&D gamer, and this chapter simply expands on what you already know. This section describes some mannerisms and tactics common to most centaurs, and once again provides option for playing them.
Gnolls are likewise familiar, but this section presents them in a new light. By presenting them as a more complex race, with diverse factions, players could be involved in an attempt by a few gnolls to pull themselves out of the savagery and barbarism common to their race.
Killoren present a very interesting new race. These plant-based wilderness humanoids are skilled hunters and interesting creatures, though some players may be a little hesitant to play a race with green skin and leaves.
Chapter Five: Prestige Classes
Eight new prestige classes are presented here to complement the three races described in the first three chapters. These vary from interesting to slightly odd, with some being natural extensions of the first few chapters and at least one being a curious addition that seems to fit only marginally into the book.
The arcane heirophant is essentially a wizard/druid with a considerable aptitude with companion familiars. He is an interesting development that concentrates on arcane casting combined with the forces of nature.
The champion of Corellon Larethian seems to be little more than a high-powered elf fighter. I was not particularly impressed with the champion - it seems the book needed one more prestige class, and an advanced fighter fit the bill.
The luckstealer, on the other hand, is a very cool prestige class for rogues. A halfling with this prestige class can reroll saving throws, curse opponents, and cast spells. This potent and fun class is capable of all kinds of mischief.
The ruathar has got to be the most unimpressive prestige class in the book. A ruathar is essentially a friend to an elven community who enjoys a few abilities associate with having elves for friends. I can personally see almost no reason to pursue this class, though I am willing to concede that someone else might.
Skypledged raptoran characters are fantasy cool embodied. They fly, they cast air-based spells, and they kick butt. They cannot cast fire, water or earth spells, but they enjoy considerable ability with air spells. They summon winds from gentle zephyrs to cataclysmic cyclones, flying high above the battlefield to surgically mete pain to enemies.
The stormtalon prestige class is also a very cool raptoran-only class. These airborne special units can swing swords in both feet and their hands, fly like jet planes, and strike from above with relentless precision.
A whisperknife halfling is essentially the curse that a community earns when it mistreats halfling wanderers. These skilled assassins and thieves can sneak into a community, slit a couple throats, embarrass the locals, and be gone before anyone knows they were there.
A wildrunner is an elf or half-elf who has 'gone native,' becoming so attuned to nature that he is more comfortable in a grassy hollow than a treetop house. These ranger-types can run without leaving tracks, trail foes by their scent, and move through dense undergrowth like it was open road. Their primal screams can leave foes cowering in fear.
Chapter Six: Player Options
If there is one thing that D&D offers its fans, it's options. This chapter is chock full of them, from skills and feats to racial substitution levels.
The skills in this chapter are not technically new. They are all presented in the PHB, but this chapter presents new uses for skills like balance, handle animal and survival.
The feats, on the other hand, are brand new. There are several here, and they can be enjoyed even by those playing the more exotic races in Chapter Four. From centaur trample and born flyer to catfolk pounce and confound the big folk, these feats are intended for the wild races presented in this book.
The racial substitution levels provide some minor options for level advancement. Ordinarily, when a player gains a level in his chosen class, he takes a fairly standard selection of options. Using these substitutions, player can choose instead to take the options particular to his race. for example, an elf paladin at 5th level can take a unicorn mount, and a halfling rogue at 3rd level enjoys thief's luck. The raptoran options are even more crucial, since this is the first time a book has mentioned these winged warriors.
Chapter Seven: Equipment and Magic
Both mundane and magical equipment is included in this chapter, with some very cool race-specific weapons and armor. Leaf-weave armor is light and yet durable, while the lynxpaw sword functions as both a blade and a light mace.
Rather than present a list of magical artifacts, the magic in this chapter describes magical effects that can be applied to armor and weapons. There are a few wondrous items here, but the real stars of the magic section are the magic additions.
A few new spells are presented here, and some are quite cool. Psionic abilities for wilderness races are quite useful, especially living arrow, which allows an archer to attack from behind and still send arrows into an opponent's chest.
Chapter Eight: Campaigns in the Wild
This chapter is devoted the DM, and gives pointers on assembling a group in the wild, choosing a setting, and adventuring in the disparate communities presented in this book. There are several sample NPCs, and a description of holidays unique to the races detailed here.
The monsters in this chapter are a refreshing change from the usual rogue's gallery of people-eaters. These are all much more natural, and just continue to provide options for players. There are the halfling equivalent of shaggy-furred oxen, elven hunting dogs, and huge avian animal companions.
Presentation
I know I sound like a broken record if you have been reading my other reviews of D&D books, but Wizards of the Coast makes a gorgeous book. If all game books were this pretty, we could attract new gamers like flies. The art is fantastic, evocative, and enjoyable. The design is easy to read and helps guide the reader through the book.
The writing is Races of the Wild is outstanding. I found myself actually wanting to read about the different races, the communities, and even the prestige class descriptions. This is some of the best writing gaming has to offer. It is not difficult to make a deadly monster sound exciting. It is an impressive feat when the description of mundane forest orchard can be captivating.
Impressions and Conclusion
I rarely enjoy reading a D&D supplement. I enjoy having the information, but D&D books tend to be heavy on information and short on entertainment. Races of the Wild is fun to read and marvelously informative. I cannot say for certain that it is a 'must have' for all D&D gamers, but considering the wealth of dry, heavy supplements on the market, this one is like a breath of fresh air.
Style: 5 - It's a Wizards of the Coast book, so it's almost guaranteed to be beautiful, but the great writing is icing on the cake.
Substance: 4 - The content is strong and informative, but I question its utility for anyone who isn't specifically interested in the subject matter.

