I’ve reviewed the previous entries by Small Niche Games, but
I hadn’t had a chance to read anything new in a while…until Ghoul Keep and the Ghoul Lands was just released, a gazetteer-style release for The Chronicles of
Amherth!
WHAT YOU SHOULD KNOW: Ghoul Keep and the Ghoul Lands is
$7.95 in PDF format at RPGNow, or for $15.95 you can order the print version
and get the PDF for free. Ghoul Keep and the Ghoul Lands runs 132 pages, larger
than the entire Amherth setting book, and is set just north of the Duchy of
Valnwall, meaning you could easily run the earlier adventures in Valnwall and
then move North.
The rules support is for Labyrinth Lord, as usual. The book
opens with some important themes to remember, such as Isolation (the PCs, once
they get in, don’t have a lot of room to run), Adventurers Are Heroes (but
people can only become Adventurers in the capitalized sense if duly sponsored)
and Undead Rule The Night (so stay inside when the sun goes down).
The Ghoul Lands are actually the Kingdom of Makaar Mor (a
reference to another company’s supplement, Lesserton
and Mor). Lorrgan Makaar was ripped to pieces by Valen of Vay, but Makaar survived
this dismemberment and now his disembodied head rules his kingdom while seeking
out the rest of his body. The Ghoul Lands are surrounded by mountains and is
dominated by The Cult of Rebirth. This could be a Ravenloft domain already.
A good overview follows, with a calendar, a section on the
tech level (they are about semi-Bronze Age) and the topic of alignment (most
folks fall in the area of Lawful-Neutral and Neutral-Evil…few Chaotics or
Evils). Women outnumber men five to one and everyone is assumed to be serving
the Ghoul King Lorrgan Makaar, from the barons to the nobles to the commoners.
The geography section aims to provide “just enough detail”
without mapping out every inch of the world, with the major landmarks even
about a paragraph. For instance, the Westwood is an untamed forest uninhabited
by humans which holds all kinds of ruins and monsters. The Cowl is a river known
for its dangerous undercurrents, hidden debris and quicksand bogs.
Palatz Makaar, the seat of Makaar Mor’s power, has blood red
waterfalls that flow into a blood red lake and a large chunk of the city that
is now underwater. Each of the five Provinces of Makaar Mor have suitable
evocative landmarks with definite room for exploration and adventure.
The Cursed Ward of Valen surrounds the Ghoul Lands and
damages (to the death) any undead that tries to cross it.
Adventuring can be…interesting…as warriors and rogues are
respected for their prowess, but clerics and magic-users are viewed with
suspicion, and clerics preaching of other Gods treated as Heretics. And
demihumans are automatically treated with suspicion. Oh, and remember how you
have to be sponsored in order to be an adventurer? Well, there’s this whole
ritual you also have to undergo that allows you more freedom to move at night.
It’s creepy, it involves ghouls, and it has a nasty surprise if you do certain
things…that’s all I’ll say.
A dozen plot seeds are provided, with many being open enough
to go multiple ways (like Lorrgan Makaar selecting a bride: Do the PCs answer his
call to help track her down…or help her hide?). Another seed involves
overthrowing the King and ties in nicely with others (like having an evil NPC
help the PCs out…leading to the PCs having to deal with the bad guy left over),
and even an old prophecy that is left entirely to your interpretation.
The NPC section stats up the Ghoul King, his Barons, The
Cult of Rebirth as well as providing information on The Church of Law and Order
and The Keepers of the Old Law. Makaar’s Brood as the children of Lorrgan Mor,
half-human and half-ghoul, each with their own motivations and goals. The Ghoul
Lands even houses a blue dragon, an elder vampire and a swamp witch.
New magic items include the Dead Man’s Draught, which tricks
lesser undead into thinking the drinker is also undead, as well as the Cape of
Entanglement (which can be a surprising and effective weapon), Herkon’s Ink
(which can provide magical tattoos), the Spear of Rot (which injects rot grubs
into its victims) and the Sword of the Unliving (which burns the flesh of the
living upon touch).
Relics include the Sword of Valen (though both the powers
and fate of the sword are shrouded in mystery) and the Skeletine Throne, made
from the bones of Lorrgan Makaar’s enemies.
The Flora and Fauna section includes plants like corpsegrass
(which can force the dead back into unlife) and ghostmoss (which can heal the
dead and poison the living) as well as creatures like bonewraiths (made up of
the bones and spirits of fallen soldiers), and half a dozen types of ghouls,
including the half-human gahouls.
Ghoul Keep, which is pretty much the entry into the kingdom,
is fully mapped out with its traps, treasures and pitfalls, as well as random
encounter charts. The Agden Commoner’s Hall is also provided as a base of
operations and includes a list of rumors, relevant NPCs and rules for haggling,
as well as a series of games used in competition (like arm wrestling and Five
Finger Fillet). Plot seeds are also provided for the Hall.
Kalitus Corpi, a sandbox adventure, is also provided. It is
an exploration of an evil, ruined temple (how the PCs get there is determined
by the GM, though suggestions are provided) that is housing a hidden cult that
is in opposition to the Cult of Rebirth, though far from good guys themselves. It
also includes a really freaky temple inhabitant that is essentially a four
armed undead human rat maggot.
Rules are provided, based off of an old Dragon magazine, to
tweak undead in order to make them stronger. Finally, the book concludes with
an index.
WHAT WORKS: As is usual for Small Niche Games, they provide
a lot of gameable material for a good price. Lorrgan Makaar could easily be a
Ravenloft Dark Lord, and I mean that as a compliment. This isn’t a straight
forward “let’s go kill the bad guy” supplement, though you can certainly do
just that. Raltus the Undying is just absolutely creepy. The lands are detailed
enough to get you going while providing plenty of room for you to add your own
twists.
WHAT DOESN’T WORK: As usual, my biggest complaint is that it
isn’t written for a system I’m a bigger fan of, but a little conversion work
later and that’s not an issue.
CONCLUSION: My favorite release yet from Small Niche Games.
Making an undead kingdom gameable in more than just the “kill everything that
moves” sense isn’t the easiest thing in the world, but they pulled that off
here. Lorrgan Makaar is an interesting villain who is operating from a position of
power while having very noticeable vulnerabilities that prevent him from being
unstoppable. You could easily get a full campaign out of this book, either
using native-born PCs or travelers from outside The Ghoul Lands.
Sounds like a great supplement, thanks for the review. I sadly lack the creativity to start from scratch, but a rich world with lots of adventure hooks is just the push I need to get going!
ReplyDelete