Uresia: Grave of Heaven is one of those books I’d heard
about, but never read. During its initial release, I was frequently a player of
games released by Guardians of Order, but not really a customer. Now, S. John
Ross and Cumberland Games has released an all new, All-Systems version of
Uresia (meaning you get the background, you add the mechanics yourself).
WHAT YOU SHOULD KNOW: First off, there are no game mechanics
in here. Second of all, the PDF is 114 pages and $19.95, or you can get print
versions through Lulu, including Omnibus Editions featuring Uresia and its
supplements.
The premise is very cool. In a fantasy world, the Gods went
to war with one another…and destroyed Heaven. The people were happy at first,
pleased to be out from under the thumb of the Gods, until the remnants of
Heaven crashed to the earth and wiped out large chunks of people, destroying
land, and generally being pretty catastrophic. All the remained was a ring of
islands known as Uresia – The Grave of
Heaven.
In the aftermath, the peoples of Uresia are divided into Men
(the “civilized” races like humans, elves, dwarves, etc.), the Trolls (the “uncivilized”
races like ogrish trolls, and the like), the Gods (a very few survived, and
most people don’t realize it) and the Others (pretty much a catch-all for
whatever else you want to put in the world. It’s great because it covers things
that escaped the Skyfall, things that were created by the Skyfall and whatever
else you want to do here).
The first part of the book covers the major islands, and I
say “major” because the book explicitly says that there are more islands than
the ones on the map…these are just the biggest and, currently, most important…and
for you to add in whatever else you need.
Each entry covers Climate, Society, Language, Currency and
Cities (in population order) before getting into the background and current
events of each island, often peppered with plot seeds. The land of Birah is an
Elven land that has freed itself from the rule of Koval by making a demonic
pact, the Elu Islands host the “Sailor Olympics” every year (which always ends
in disaster), and the cold, dour land of Yem was built on the remnants of the
Realm of the Dead.
Sidebars are used well throughout here, showing off
religious customs, describing lethal spirits that can harm you and discussing
languages that are commonly used, but not adopted by any given country. Another
sidebar details the limitations of magic (you can’t make someone love you, you
can’t raise the dead if they don’t have a strong connection to life, there’s no
time travel, no seeing the future, that sorta thing)…and no one can decide on
just how powerful magic was before the Skyfall, with some good arguments that
it was stronger and weaker.
The book zooms in on the hamlet of Rogan’s Heath in Rinden,
to give you a closer look at small town life in Uresia. Again, plot seeds are
all over the place, like the guy living on the burial spot of a murdered priest,
the White-Bearded Man who mysteriously asks people to donate a portion of their
souls to his cause, the buried suit of Emerald Armor that sometimes moves when
its owner’s not around, and more.
Shadow River is port city in Temphis, and a wretched hive of
scum and villainy. Notable landmarks include the eyeless statue in the
Necropolis which sometimes DOES have eyes, which always means someone’s going
to die. We also have a sidebar here talking about the flying islands that drift
over Uresia, as well as a sidebar on gunpowder and explosive weapons. There’s
even an artifact map with several paragraphs throwing its reliability into
question in very game-able ways.
Another chapter is devoted to the “rest” of Uresia: The Deep
under the islands, the Divide – a stretch of ocean separating the old empires
(now the Troll Lands) from Uresia…and also the border where magic fades away. There’s
even a section on the “other realms” beyond that, including “The Heavens” where
folks have occasionally fallen from in metal ships. Yeah, Uresia allows for
pretty much everything.
A timeline is provided, covering all the events from Skyfall
to the current year, 1380.
There IS a character creation chapter, it just doesn’t have
much to do with mechanics. The PC races include Beastmen (pretty much any
animal-man, fromcatpeople to minotaurs), Wise Beasts (these are intelligent
animals), Centaurs, Dwarves, Elves, Humans, Mushroom Trolls, Snowmen (spirits
who can only inhabit bodies of snow…yes, you can play Frosty), Slimes (of which there is a MASSIVE
variety), Satyrs and Troll-Landers, and sidebars basically saying “and whatever
else you might want to play”.
Magic, of which there are different kinds (like Druidic or
Necromancy), is covered here, again with relevant sidebars. The point that is
repeatedly stressed, however, is that magic is EVERYWHERE and occasionally activates
even when you don’t mean to.
Uresia also pushes the idea of characters having unique
talents and motifs, angling for the idea that everyone is completely unique in
some way.
The main book wraps up with an equipment chapter before
heading into appendices. These include naming conventions, a massive table you
can roll on for random life events for your background (d1000!), rules for a
Chess-like game called Mastery, a section on measurements, an essay from S.
John Ross about the origins of Uresia (including a 21 track soundtrack and a
Mountain Dew reference!), and a massive (clickable) index.
WHAT WORKS: Any book that gives me a d1000 chart to roll on
is fantastic. There are plot seeds ALL OVER the book. The setting has a lot of
details *and* is blown wide open for you to put in pretty much anything you
want…or play it however you want. It basically says “Look, this is how the
world is, unless it’s not.” The author's enthusiasm for the material is obvious in the reading, no surprise that he released it early because he just didn't want to wait.
WHAT DOESN’T WORK: The art is not created equally in the
book, with some huge shifts in the art style. With there being no game
mechanics, if you’re not inclined to do the mechanics work, this is probably
not going to be useful to you.
CONCLUSION: Uresia does a great job of giving a ton of
information without dragging or over defining, gives you a ton of toys to play
with while giving you enough room to go “oh, and a shooting star crashed to the
earth, cracked open and large, tentacled fiends emerged”. The approach to the
book is largely “This is probably what’s going on, but a lot of this is going
to be hearsay anyway, so it’s probably not true if you don’t want it to be”.
Just a fun base to build a kitchen sink setting off of, using whatever system
you feel comfortable doing the work in (I’m leaning towards Savage Worlds or
High Valor at the moment, myself). Whatever system you use, you’re either going
to want something that’s not rigidly defined, I think, or something you are
intimately familiar with, or both. Entertaining system, tons of plot material,
just add game mechanics.
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