reviewed by Loren Dean
by Robin D. Laws Every now and then, a game world comes, along that transcends all the others and takes the idea of "setting" to a new level -- games like Cyberpunk, Dark Sun and the World of Darkness. These worlds are truly unique, each one adding a facet to the gaming world that's never quite been seen before. FASA's Earthdawn is another such setting. If you're not familiar with Earthdawn, here are the basics: realizing that a group of super- evil astral creatures called Horrors were about to invade their world, the intelligent races ("namegivers") sealed themselves in magically fortified structures called Kaers, where they waited out the 400-year long Scourge. The game is set in the post-Scourge era, with the name-givers only just beginning to open their doors and peek out into a radically changed world. A period of re-exploration has begun, and former nations are attempting to reassert their once-mighty power. A powerful nation even before the Scourge, the dwarf kingdom of Throal is now a seat of reaming, culture and hnance for the world. Ruled by good king Varulus III, Throal stands to take a position of leadership for many years to come That is, if Varulus can stave off the unwelcome attentions of the bitter old-guard noble houses that dislike his progressive policies, and if he can teach his son and only heir (the young and headstrong prince Neden) enough about ruling a nation to get by when he finally passes on. Throal: The Dwarf Kingdom does a solid job of detailing this powerful and complex nation. The first thing one notices about the book is its size. At 180-odd pages, it could just as easily have been titled "Everything Your Ever Wanted to Know About Throal." As with most of FASA's sourcebook, it is a joy to read. Every page reflects the fun the author had writing it. There are three main subject points within the text: History, Politics, and Culture, all of which connect together fairly seamlessly. The History section is the smallest, offering a digest account of the nation's development and including the roots of some long-standing family feuds. The Politics of Throal take up several chapters. Trade is carefully detailed, Throal's relation with other governments are discussed, and a substantial amount of space is allotted for a "who's who in Throal" section which houses want what, whom they like, whom they hate, and what they plan to do ahout it. The longest and most entertaining chapters take up the culutral life of the Kingdom. Comprising over half the book, they deal with education, entertainment (check out the super smooth Hach'var --a cross between hasketball and hockey -- on page 100), neighborhood demographics, religion, outlying settlements, crime, and other such topics, all covered in substantial detail. For those looking for that one facet to complete their campaign image, there's more than enough here to keep them occupy. One word of warning: GMs will want to keep a good deal of the information here out of the hands of their players for awhile. There are enough tidbits and surprises in Throal to keep a campaign going for quite awhile, but players may clamor for too much too soon. and there's very little to seperate what they should know from what they shouldn't. GMs should familiarize themselves with the work, and then decide which segments the characters would know about. If you're really industrious, make up a different packet for each player, reflecting the particular prejudices and opinions of their character. Racial tension and squabbling figure heavily in Earthdawn, and Throal reflects that. A smart GM can capitalize on it to provide a rich and complex tapestry for their troupe. Throal: The Dwarf Kingdom is a treat. It provides an in-depth look at a complicated facet of a heavily detailed world. If you like Earthdawn. Or even if you're just looking for something new in fantasy role-playing, take a good long look at this book. Back to Shadis #32 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1998 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |