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The book’s appearance is equal to the interior of the Exalted rulebook. The interior art is all in black-and-white, the cover is a colored version of the portrait of Panther (the iconic Zenith character) first seen in the rulebook and the layout is identical to what we saw in the rulebook. The two-column text layout is standard, and following what is within the book’s covers is easy because it’s easy to read. If there are significant errors, then I did not notice them.
It quickly became apparent that Zenith followed the format established by Dawn. The content itself is well done. There is an opening story, but it didn’t suck. Rather, I found it quite entertaining and exemplary of the Zenith caste is about. The introduction, in that factual manner that I’ve come to expect and enjoy, lays out the book’s intent and organization in no uncertain terms. The first five chapters address common concerns of the Zenith caste. These chapters are all text and no crunchy bits, as the purpose is to show the reader how the world treats the Zenith caste and how some of the Zenith caste reacts in turn.
Here’s where Zenith most clearly follows Dawn’s example: Chapter One introduces the reader to the viewpoint characters, all of which are Zenith caste Solars. These characters recur throughout the book, offering their perspective upon which they view whatever the issue is at that point. As one should expect, these viewpoint characters offer a diverse array of opinions that range from naïve to diabolical and others in-between. Chapter Two points out the basic obligations of the Zenith caste, and then shows the reader how the viewpoint characters handle those obligations. Some do better than others, and all of them have very valid points to justify and motivate their actions. Chapter Three has the viewpoint characters muse about other Exalted, other supernaturals and mortals; Chapter Four is the converse, as those others muse about the Zenith caste Solars that they’ve encountered. Chapter Five is different entirely, as it’s just a series of vignettes about how some Zenith caste lived in the First Age prior to the Dragon-Blooded’s coup d’tat. You get a very good grasp on what it means to be a Solar Exalted of the Zenith caste, one that you can communicate to others with similar ease. That alone justified the purchase in my eyes. The new powers and toys are gravy.
Chapter Six has the new powers and toys, and they are quite interesting indeed. As one would expect, there are a good many new Charms meant for use in combat. In Zenith we get Charms for Endurance, Resistance, Performance, Survival and Presence. These Charms won’t see the same broad use as those in Dawn, but they aren’t to be ignored either. One of the Resistance Charm trees is all about resisting the effects of alcohol, meaning that we’ve got Drunken Boxing Charms; now you can make your young Wong Fei Hong clone and go nuts with the Jackie Chan action. The Performance Charms include one that overtly creates an illusionary appearance, which steps on the toes of Lunar Exalts, and some of the Charms in this book add points to the user's Limit Break total. This new development changes the gameplay environment greatly. Several new Hearthstones (and the Manse ratings that a PC would need to have them) impart powers that Zenith caste Solars would appreciate, such as getting additional free actions every turn or doubling one’s climbing speed and jumping distance. The new artifacts range from the simple—Heavenly Thunder Leaves are are souped-up wind-fire wheels that attract spirits with a successful dance performance—to the truly awesome; Flying Silver Dream (which, as it is a moonsilver daiklave, should’ve been in the Lunar fatsplat) and the Ring of the (Solar) Deliberative are five-point artifacts and well worth having. Unlike Dawn, it’s likely that a new PC will enter play with more than one such power or item. That said, GMs should look over this chapter and be careful about allowing them into his campaign.
The book ends with a two-part NPC appendix. The first part is a detail description of the viewpoint characters. Each one gets a full portrait, a synopsis of their background and an NPC character sheet depicting the character as if he were a brand-new Solar Exalted PC. (I rather like Karal Fire Orchid and Wind.) The second part describes other notable Zenith caste Solars and gives them head-and-shoulders portraits. Both parts are good for GMs who need ready-made PCs for a game, or NPCs to use against his PCs. (Folks playing in an Abyssal game will plenty of foes here.) For players, they are better used as models and examples to emulate or stay away from (as necessary).
In conclusion, Castebook: Zenith is a very good splatbook. It’s well worth the cash, especially if you’re playing such a character. For GMs and folks player either Solars of other castes or Exalted of another type you’re quite safe in skipping this book—it’s not at all necessary—but it’s a good choice for a non-essential purchase. As always, check it out first before laying out the money, but I recommend it if you’re going to play a Zenith caste Solar.
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