The Black Company Campaign Setting

JoeGKushner

Adventurer
The Black Company campaign setting is the latest entry in the Mythic Vistas series by Green Ronin. This book comes in at $44.95 in hardcover format at 320 black and white pages.

In terms of editing, despite having three proofreaders, it needs another round. I’m a very casual reader and there aren’t too many game mechanic mistakes here, as a matter of fact, I’ve only seen one, in reference to a DC check being +10 in one spot and +20 in another. Other stuff like the heal skill missing and wrong words, missing words, page @@ references are annoying; much like it was with Conan. Is it a curse?

In terms of art, we have a fantastic cover by Wayne Reynolds and the interior is by some of the industries best including Toren Atikinson, Kent Burle, Lisa Wood and others. The art fits the mood of the series in that it’s dark and moody, but like the Iron Kingdoms Character Guide, the artwork is sometimes too dark. The chapter breaks include a whole page devoted to the break and a full-page illustration following it. It looks good but isn’t the most effective use of space. Ditto for the two pages of ads at the back. Not bad at all though for a 320 page book.

On one hand, it acts as a bible of sorts to the Glen Cook’s dark and grim fantasy series, the Black Company. For those who’ve never read it, the Black Company novels follow the exploits of the mercenary group, the Black Company. It’s a world where wizards keep their true names secret and ancient dark powers arise and make mad bids for world domination. Much like George R.R. Martin’s Game of Throne series, Glen Cook isn’t afraid to get his characters dirty and it’s a dangerous world where morals aren’t of much use.

The Black Company book includes everything you need to know about the company including a timeline for the world, a map, summaries of the novels, character write ups and details of the setting proper. Now for those who’ve read the novels, that’s a lot of information, as a matter of fact, it’s more than the novels themselves give you sometimes. For example, there are no world maps in the novels. Glen Cook’s writing is much more character focused as opposed to say Robert Jordan where region details are rich and numerous.

On the other hand, the book acts as a great example of how to mechanically craft a dark fantasy game using the d20 engine. That includes working the classes up from the ground. In some cases, the changes are minor like some tweaks to the barbarian, now the berserker, or the rogue, now the thief, or even the fighter, who gains the ability to command. In others, it follows traditional D&D roles like the ranger, but due to the low magic setting, takes away their magical abilities and replaces them with abilities similar to sneak attack. It has a wizard, but one that uses a different magic system.

Some of the classes native to the setting are similar to others in the core rules. For example, while the monk is no where to be found, we have the weapon master, a specialist whose abilities include flurry of blows with any weapon that the character has weapon focus in. Other classes fill important niches include the noble, scout, and jack-of-all-trades. Classes that won’t be going toe to toe with the fighters, but whose talents make them vital in capturing essential qualities of the novels. Besides, people have been looking for an ‘Expert’ type class that had some other abilities.

New skills and feats are included. In feats, we have two new types, command and magic. The command feats are used to add bonuses to your unit. These range from Battlefield Command, where your unit gains a bonus to attack and damage to Disciplined Troops, where your unit gains a morale bonus and a bonus to their attack rolls. For magic, these go with the magic system itself. Some are just to know magic. Take the character Raven from the novels. Not a full fledge wizard, but one who had the Dabbler feat giving him the ability to take ranks in the Magic skill and giving them spell energy, also detailed in the magic system.

Some of the feats play off on the innate power wizards have. Take Defy Time. Depending on the Magnitude of the wizard, they can do anything from slow down their aging to becoming effectively immortal or the Ritual of Taking, where you can create an entity like the Limper by giving another spellcaster the Taken Template.

Many of these feats are useful for a standard campaign. Want to use Power Attack with a ranged weapon? Take Gut Shot. Want to dazzle your enemies with your sword skill? While Weapon Mastery requires Wis 13, and a BAB 15+ among other things, it grants a +3 attack bonus and a +6 damage bonus. Powerful but at those levels, probably balanced for a fighter.

For skills, Concentration works a little differently due to the way spells work. There are no spell levels so it’s a flat DC 20 + the damage dealt and a failed check increases the Magic Use DC by +4 for each failed check. Another skill changed from the default is Speak Language. Unlike most fantasy settings, there is no common tongue here so you need to know a few different languages. Details on other areas, like Craft, Knowledge, Perform, and Profession gets the run down, in addition to the new skills like Command and Research.

See, in this setting, people try to hide things. There’s power in true names. Research is a good way to find out things. But the problem is that sometimes you’ve got to kill people, sometimes a whole lot of people, to get access to those ancient and moldy tomes so you need command to control your units on the field.

Due to the nature of magic here, there are several magic skills. This includes Detect Magic and Ghost Sound, things that might be zero level spells in another setting, to Magic Use, Prestidigitation and Resistance.

In terms of completeness, these core elements, classes, feats, and skills, do a fair job of noting the differences between this setting and a regular one. It notes which epic feats are suitable, as well as noting which feats just aren’t in style with the Black Company. It includes information on other classes that might be imported to the setting and what changes happen to them, ranging from being cut off from their innate powers like wizards and psions, to social restrictions like the noble. Most of the alternative core classes, those in essence covered by the Master Class series, are covered.

What discussion on game mechanics would be complete without a nod towards the PrCs in the setting? We have some short ones like the Artificer, a wizard who embeds spells into items, as well as the Deceiver, a religious killer for the demon-goddess Kina, as well as master commanders like the Great General. This isn’t to say that they’re all five level PrCs though. Take the Nightstalker. Since there are no spellcasting assassins per the DMG, we have this master of stealth. Others might want to turn towards the Sword Master, a warrior whose bond with his sword is both martial and mental and allows them to master the weapon with things like increasing the critical multiple to spending more action points in around.

Outside of the Great General, we have a few other soldier options like the Topkick, a squad leader whose mastery of the small unit enables him to do things like ambush his enemies and improve the rankings of his squad. Another one, the Veteran, is a more experienced soldier whose skills go into surviving, first by knowing his enemy and bonus actions points, to gaining bonus hit points and bonus feats.

For the most part, classes follow standard d20 mechanics. They have a few with medium saves, but no odd bab rankings like the Samurai from MEG’s setting, the Hunt. They have starting silver instead of gold, to reflect the setting’s standard, but don’t’ have any starting packages like they do in the Player’s Handbook. Their classes could be worked into a standard campaign, but redundancies would have to be watched for. The Black Company fighter for example, still has d10 hit dice, good fort save, and strong bab, but also gains more action points, lack of flexibility on their first feat selection, which goes instead to command, and more skill points than the standard D&D fighter. You would never want to play in a campaign that allows both types of fighters because anyone who picked a D&D fighter doesn’t understand the benefits lost. Heck, even if you throw out the bonus action points and the first level feat, the bonus skill points might make up for that.

Other cases I don’t see a problem. For example, I hate the D&D ranger. I’ve never liked the whole spellcasting thing. The ranger from this book could work side by side with the standard ranger because his focus is more martial, more of a wilderness survivor.

There are a lot of little things though. Take races. Normally in d20, you pick your race from among a wide variety. Here, you pick a background. Since everyone’s human, that means you get a bonus feat. Here, in your background, your bonus feat and skill points are restricted, but you get a bonus. Take the Criminal. They get four skill points and the skills mentioned, ranging from Hide to Sleight of Hand, are now all class skills for them. They also gain the ability to use Sleight of Hands as move actions and only get a –10 penalty when attempting to use it as a free action and a +2 bonus on Initiative checks with a favored class of thief. Now the restrictions can be painful but the benefits are well worth it and this is something to seriously review for anyone looking to mimic d20 Modern background or Occupations.
Other changes abound. How about dropping alignment and using allegiances ala d20 Modern? How about using Sanity Points based on the Unearthed Arcana system? How about using a silver standard instead of a gold one? What about Action Points from d20 Modern and other sources? These borrowed bits from other areas make the campaign read like someone’s highly modified D&D campaign and act as a great example of how to customize the engine for your own use.

In terms of good and bad, when looking at the silver standard, the book does an excellent job of noting that this is a low cash world and extremely low magic world. On one hand, this is excellent in keeping with the theme of the book. However, as D&D isn’t really about a 8th level character hoping that his chainmail saves him, it fails in the game area. Sure, the authors do a great job of providing numerous masterwork benefits that can be brought into the game, but unless the GM does a lot of training on his players, or his players are willing to adapt tactics that are not necessarily D&D based, he will have problems.

If the GM goes according to the equipment and treasure guide, most characters aren’t going to see full plate. It’s rare and expensive. So characters are going to get hit often. Unlike some d20 variants, like the Wheel of Time, characters don’t have any innate defensive bonuses.

Critical hits work different here too. A natural 20 or a failed Fortitude save when the character takes Constitution damage, call for a roll on the critical hit table. If you like Rolemaster, Warhammer or the old Mayfair Blood & Steel critical hit tables, you’ll love these. One table with d% roll, example effects, and a breakdown for blunt, cutting, or piercing wounds. These range from the low of no additional effect or being dazed or stunned, to having your head crushed and death in a number of round equal to your Con modifier.

This is in many ways, the problem I’ve been trying to work through with Dark Legacies. Low armor systems and critical hit systems always favor the GM. I’m the GM and I’m saying that. There’s just too much chance for the GM to roll critical hits and if the GM isn’t cheating and saving his players, too easy to kill or cripple the players. In a regular game, that’s not as problematic as it is here. There aren’t a lot of people capable of casting Heal or Raise Dead. At least, not in keeping with the spirit of the game.

Other bits make things more difficult like Massive Damage. Here, it’s your Con + your level. Fail the roll by 5 or less and you’re at 0 hit points and disabled. Fail by 6 or more and you’re out and dying. Good news is that it’s not at –10 hit points that you die. Bad news is that it’s when your Con reaches 0 and all damage you take after being at 0 hit points goes right to Con. For example, you don’t want to be ambushed. See, if you get hit during a round you’re surprised, you’ve got to make a Massive Damage roll, even if you haven’t hit your threshold yet. This accurately simulates lower level characters taking out dangerous foes but can obviously work against the players as well.

My take on the magic system; Innovative but time consuming and the player and GM better work out a few common spells for the characters. Let’s start with the wizard class. They have poor bab, poor fort, medium ref (makes sense no?), and good will. Unlike D&D, they have no spells per level. Instead, they have the ability, Student of Wizardry. They have spell energy equal to their Constitution modifier +1 and they gain a bonus of +2 to Magic Use checks. At first level, and every two levels after, they get Talents as bonus feats. They gain Magnitude’s at a fair pace, gaining First at 4th, Second at 10th, and Third at 16th. At each Magnitude, the wizard gains some bonuses like Magic Use insight bonuses or extra spell energy.

So you’ve got Magnitude, Magic Use, and Spell Energy right? What do you do with it? Spells go through six stages. Choose the spell and effect, get the effect’s DC, get the Casting Time, cast the spell, roll your Magic Use check, finish spell effects, and roll the spell’s drain and deduct your current spell energy from the total. The reaming drain is nonlethal damage.

Let’s say that your just staring off as a Student of Wizardry and have the Force. You can in essence create a Spiritual Hammer or a Magic Missile that when used for damage, uses a ranged touch attack and does 1d4 nonleathal. However, you can increase area, target, damage, range, duration, props or turn the nonlethal damage to lethal damage. Each change increases the Magic Use roll. For example, making it fatal is +10 right off the bat. If you want to increase the die type, it’s a +5 modifier, but only a +2 per additional die, for each additional die. So you could get, if I’m reading it right, a 1d6 lethal hammer for a total of +15 to the Magic Use roll.

The great thing is that in many ways, these abilities act as a Cosmic Power Pool in Champions. You can do almost anything with your power, but you might not be able to cast it if you get too greedy. See, you take 1d8 (+ Magic Use DC /5). So in this case, you’d take 1d8+3 points of subdual damage for a 1d6 lethal force hammer.

The fantastic thing is though, you can blend the talents together. The math gets complicated and I would have to quote Cartman from Southpark if any of my players continuously failed to write down vital modifiers ahead of time with something like, “Bad Monkey” followed by a whack to said player’s head with a two by four.

In terms of campaign tools, I think the book goes the wrong way. We have some rules for unit combat and mass combat, but they’re designed for a low magic campaign and to be honest, can’t compete with Cry Havoc for unit scales or Fields of Blood for larger battles. And that’s okay because they don’t have to and it prevents the reader from having to reference another book.

It’s when dealing with the campaign itself that I think the book fails. Look at the fiction. Many characters come and go. To simulate that, and the potential death factor, you might need something like the old Dark Sun Character Tree, briefly mentioned in Unearthed Arcana. It’s simply no fun when you’re 10th level fighter gets killed because he was ambushed and rolled a 1 on his fortitude save. No options like that are covered.

In the same vein, it doesn’t address down time or power levels. See, in the novels, years pass as the company builds it’s troop strength up and looks for ways to win. How do you handle character advancement during those times? What’s worse, sometimes a character shows up out of the blue or just starts and he’s the best. Take Raven for example. While the levels reflect him at his peak, he’s dangerous at a fighter 8/jack-of-all-trades 4/wizard 4. In terms of power level, let’s look at One-Eye at the peak of his abilities, a wizard 15 artificer 2, a man whose spent years fighting to live. Now compare him to Tobo, a youth who comes along at the end of the series and is gifted. He’s a wizard 26, weapon master 7, sword master 7. How do you have a game where these two individuals are side by side? It makes great fiction but terrible gaming. No time is spent working on those issues which weakens the capturing of the game’s feel.

In terms of what to do, the book spends a fair amount of time on various points that the GM could model after the Black Company novels, but I think that’s the wrong direction. While the book goes into a bit of detail on how to form a company, it doesn’t really go into how best to run one. For example, how about several sample companies that aren’t the Black Company that the players could either be a part of or create at low levels? On one hand, this would be difficult. What about military rankings and what they might mean to the company? We get a few generic titles but no real details.

To a certain point though, that’s to be expected. Despite their warrior bent, the real appeal of the novels is the interaction of the characters. Much like say the anime/manga Berserk, the army is merely a prop for storytelling. We see some general information and at times some detailed information and we know that the army needs food to survive and that sometimes the teller of the tales isn’t always truthful. However, those are the props to move the story along, not the story in and of itself. Where one author might spend twenty pages detailing the clothing and significance of the banners of the company, Glen Cook moves into what the company is doing.

In the end, the book captures the Black Company for d20. The classes, magic system, NPC write ups, campaign details, map, and history, are all of great use to someone who wants to recreate the Black Company as a campaign model. The lack of details on how to handle characters of different power levels, frequent character death, healing for high level characters, and campaign models that may not follow the fiction of the Black Company, is lacking.

For me, because I highly enjoy the Black Company, I recommend this book. The magic system, critical table, and other touches allow you more options when either running a pure Black Company campaign, or when trying to emulate a campaign where magic is more rare.
 

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In 1984, Glen Cook introduced the world to the Black Company. Readers followed the Company's service to the Lady, watched as they battled the Dominator, and traveled with them to find their origins in fabled Khatovar. Now, 20 years later, the world of the Black Company is finally yours to explore in this campaign setting for the popular d20 System.

The Black Company Campaign Setting is suitable for games set in any era in the novels, during either the Books of the North or the Books of the South. Moreover, it is suitable for any style of play, from low-magic fantasy to epic excitement. Players can take part in the Lady's consolidation of the Empire in the north, become embroiled in the intrigues of Taglios, and even lead armies at the Tower of Charm. They might take the role of unsavory thieves in Oar, or face Kina in an epic showdown. Players can explore the time before the novels, or even pick up where the novels left off. The Black Company Campaign Setting has it all, promising new worlds of excitement for fans of the series both new and old.

Characters take the role of powerful wizards, terrifying berserkers, or dastardly thieves, taking advantage of new skills and feats to achieve the heights of power as generals or as the terrible Taken. For campaigns set within the novels, this new sourcebook details everyone's favorite characters in the novels from Sleepy and Croaker, to the enigmatic Raven, and the terrifying Lady. With new classes, monsters, setting information, mass combat rules, and an all-new magic system, this book gives you everything you need to play from 1st to epic levels and beyond. Relive favorite moments of the novels, or tell your own stories, but watch out... 'cause the Black Company is looking for you!
 


"Edit Comment" doesn't seem to work for me (or I'm too dumb), so I'll post again. My first comment was a bit rash and I wish to retract it.

Firstly, content and design is the key, and "The Black Company Campaign Setting" seems to get both of these right.

(Editing errors are a nuisance, but do not ruin a product.)

Secondly, the Conan RPG is by Mongoose, not Green Ronin.

(Apparently, Green Ronin hasn't done its homework regarding the editing, but it's not as bad with Mongoose's Conan RPG (which is excellent, BTW, though I *am* aggravated and wish they'd properly edited it).)

My apologies for my rash comment. Read Kushner's and other people's review - they speak well of the game and that's what counts. 5 out of 5 is darn good!

Regards,

Hal
 

A Little Background
I've been a fan of Glen Cook's Black Company novels ever since I read the first one sometime around 1991 or so. In 1996 I switched my own campaign to the Black Company world and made my own homebrew rules for it. I even wrote Glen Cook once and told him he ought to pursue licensing his books as a roleplaying setting. He explained that some company already owned the rights and that nothing had ever been done with them, and probably never would be given the state of roleplaying at the time (this was before the 3.0 revolution).

Needless to say when I heard that somebody was FINALLY going to publish a Black Company settings, I had mixed feelings about it. On the one hand, I knew that the Black Company would was probably one of the best opportunities for a liscenced D20 setting in fantasy literature and had the potential for greatness. On the other hand, it also had the potential to be a huge disaster that forever ruined the license. I knew that even though The Black Company is adored by legions of fans it would only get this one chance to be done right.

One thing caused me to have some hope that it might turn out for the best was the fact that Green Ronin was the company producing it. I owned some of GR's other work and by and large was impressed with the quality of their material. Clutching to that slender thread of hope I began lurking on the GR forums trying to find out as much information about the book as possible, and participating in speculation on how various things should work. Eventually, I was more or less invited to be a playtester for the book. Of course, I jumped at the chance since I was hardly going to wait to see how it turned out. Once I got the manuscript I was immediately very excited. It seemed that the designers Robert J Schwalb and Owen K.C. Stephens had really done their homework and were as obsessed with making the product as true a representation of the novels as possible. In my opinion they succeeded, big time. . . and if you can impress an old-school dyed-in-the-wool fan like myself, you know you've done something special.

The Book Itself
The Black Company Campaign Setting (BCCS) is a massive 318 page hardback with a beautiful piece of cover art by Wayne Reynolds. The cover depicts a scene from the battle at the Tower of Charm where the Lady flanked by two of her Taken wizard minions summons forth the War Elephants from concealed positions along the Imperial line of battle to launch a counter-offensive on the rebel assault. On the left is a red bar with some credits information. At the top left corner is a rendition of Soulcatcher's firebreathing skull emblem that was adopted by the Company as their own sigil.

Interior art is B&W very much in keeping with the flavor of the novels. You can almost imagine these pieces as sketches drawn by the annalists of the Black Company in the margins of their tomes.

Text is small print, margins are narrow. A lot of information is crammed into this book, but the layout manages to remain attractive and relatively easy to read despite the shortage of extra space.

The Introduction
The book starts with a short excerpt from the beginning of the first novel along with a facing page illustration of the scene. Its a well chosen example from the books that helps convey some of the tone of the series. Following that is a six page introduction to the setting for people who haven't read the books. It shows the covers of the books along with a 1 paragraph synopsis of each. Three pages are spent discussing "What's Different" about the Black Company world. This serves as a good launching point for the book that explains the grim, gritty feel of the novels, the lack of clear "good" and "evil", the absence of "divine" magic, and the corrupting influence that magic exerts on the powerful.

Chapter 1
Eighteen pages long, this chapter provides a huge amount of detail about the history of the world. Readers of the novels know that Glen Cook has a very spartan writing style that leaves much to the imagination and doesn't necessarily answer all the questions the reader might have, since its written from the perspective of people with limited knowledge of the situation, rather than an omniscient viewpoint. Despite this, those familiar with the books will be very impressed at how much detail has been pulled together for this history. The origins of the Plain (a gateway between worlds) are discussed as well as their builders and the long and violent history of the wars and crusades that waged back and forth across it for millenia. All of this information is pulled directly from the novels, but you have to read them very closely in order to catch it. (As I mentioned, Robert and Owen REALLY did their homework on this project and even a longtime fan like myself learned a lot from things they found in the novels that I had missed.)

The history continues with the rise of The Dominator in the North and follows the origins and path of the Black Company as it moves Northwards. It covers the end of The Lady's reign and the course of the Company South as it sought out its origins following the final battle at the Barrowland against the newly risen Dominator. All in all its an excellent and detailed background for the world that would give any DM a great deal to work with in crafting their own adventures.

Chapter 2
This chapter is 21 pages long and again the research done by the writers really shines through. Pretty much every location ever mentioned in any of the books receives at least a paragraph of information while those places mentioned more than just casually have much more detail. Both the Northern and Southern continents are covered and a map of both is provided. Fans of the series know that a map was never made for these books (even Glen Cook doesn't have one) so the authors carefully constructed one by recording all the distances and directions referenced in the books. I did this myself for my own Black Company homebrew and I have to say that our two maps are remarkably similar (although theirs includes a lot of detail that I missed, despite being very thorough in my research). So, in this respect they did a great job at a very difficult task.

Also included in this chapter are detailed rules for the terrifying Change Storms produced by the tree-god at the center of the Plain of Fear.

Finally, the chapter concludes with some discussion of the Black Company world being just one of sixteen interconnected worlds through the shadowgates on the Glittering Plain. What is known about the other worlds is also discussed in case you want to do some adventuring there.

Chapter 3
This chapter begins the character creation section. Since there are no non-human PC races available in the BBCS, they've created some more variety amonst PCs with the concepts of backgrounds. I count 23 separate backgrounds available with a chart for rolling one randomly if that is what the DM likes. Each background gives you a choice of two feats for your human bonus feat, and several skills amonst which to allocate your bonus skill points. In addition, your background determines your favored class, and examples are provided from the novels of characters who had this background. Finally, each background also grants you a minor trait. For example, the Smuggler background trait allows you to use your Knowledge (Local) skill in any city you visit, and also grants a +2 competence bonus to Appraise, Bluff, and Sense Motive Checks.

Chapter 4
This chapter is the meat of the character creation section. It introduces some new concepts used in the BCCS like action points, talks about how the book interacts with the Epic Level Handbook, and even discusses NPC classes from the DMG and their relative prevalence within the BBCS.

From there the chapter goes on to provide full information on each of the 11 primary classes used in the BBCS. These classes are:

Academician - A sage type PC that actually has a lot more use in the BCCS than in standard D&D.

Berserker - A modified barbarian class that cleaves closer to the novels (if youll pardon the pun).

Fighter - Minor adjustments only with the addition of Action Points and the mass combat system.

Jack of All Trades - Exactly what is sounds like. A class focused around doing a lot of different things, but not particularly specialized at any one thing.

Noble - A class that excels at leading and inspiring others as well as having a few nifty qualities of its own. A great match for the nobles found in the novels.

Ranger - An excellent non-spellcasting variant for the BCCS.

Scout - A class that combines some stealth and assassination abilities with outdoors know-how.

Thief - Your typical urban rogue cutpurse/criminal type.

Weapon Master - Similar to a monk except focused on spiritual harmony with and mastery of a single weapon.

Wizard - This is the big bad spell slinger of the game.

Zealot - A holy warrior driven by righteous zeal. No magical powers as there is no divine magic, but their unwillingness to compromise their beliefs and determination to smite the infidel can make them fearsome opponents.

The chapter concludes with discussing class by class how characters from other worlds would work in the BCCS, including ones from Green Ronin's master class series and all the classes from the PHB. As you might expect, under the strictest interpretation, all the spellcasting classes take a heavy hit by loosing all spellcasting ability. However, a more relaxed conversion is discussed in Chapter 11: Black Company Campaigns.

Chapter 5
This chapter covers the skills available in the BCCS. There's some information about the new ways some existing skills work within the BCCS as well as a list of skills that don't exist at all.

Included are two new normal skills, one Command skill relating to the mass combat system, and one Research skill for rooting through moldy old tomes and piecing together bits of ancient legends.

Finally, there are several new magic skills for spellcasters that go along with the skill based magic system. There's the primary spellcasting skill Magic Use, along with some ancilliary skills such as detect magic and ghost sound that serve as complements to the robust spellcasting system.

Chapter 6
The chapter on feats introduces the concept of Command Feats and Magic Feats (again they tie into the mass combat and magic systems. In addition, a complete listing of every feat from the Epic Level Handbook that is available in the BCCS is provided. Finally, some guidance is offered on including feats from other sources, and a list of unused feats from the core rules is provided also.

After that you get into eight pages of new feats (or a few changes to existing feats). Without counting item by item, I'd say there's probably 50 or so presented here. The feats fit in well with the flavor of the books and allow PCs to do things that the characters in the novels can do from Raven's knife trick to the Taking of Whisper in the Forest of Cloud. In addition to the rules specific Command and Magic feats, there's a good selection of General feats that could work in any campaign no matter what rules are being used.

Chapter 7
This chapter covers character details including Allegiance (a replacement for alignment), Ethnicity, and religion. Information on all known religions in the Black Company world is provided.

There are also rules for starting ages by class, information on converting characters with alignments to the allegiance system, and a huge sidebar on world appropriate nicknames like Anvil, Giggles, Pill and Venom.

Chapter 8
The equipment chapter. The BCCS is on a silver standard rather than gold so all prices here are listed in silver pieces as gold is extremely rare and in some cases illegal for commoners to posess.

There are big tables provided showing the prices of everything in silver pieces, as well as rules for converting equipemt from other sources to the silver piece standard.

In a stroke of genious, they also developed a rarity value for every item. There is a table that shows by size of city how easy or difficult it is to locate a piece of equipment based on its rarity. I love this table!

There are a few new weapons and armor from the books provided, as well as detailed information on siege engines (to be expected in a book a setting with as much war as this one) as well as a table with detailed rules on all kinds of realistic new poisons - cobra venom, cyanide, posion dart frog, etc.

Included is four pages of rules on Masterwork items. In a very low magical gear setting like the BCCS, masterwork items take on a much larger role. Item quality ranges over six levels from "Average" through "Exceptional" to "Masterpiece". Each of the six levels has rules for how its rarity is affected, crafting information, and benefits it can be given. Looks like about two dozen different masterwork qualities to be added to any item and each one has three levels based on how many times that benefit is applied to the item. Afterwards a bunch of masterwork items from the books and their properties are listed.

For instance, a Black Company Officer's Baton is described and listed as an "Excellent Club" with the Crushing (+2 nonlethal damage on each hit), and the Threatening (+2 bonus to intimidate checks while displaying item) qualities.

At the back of the chapter is a discussion of magic items. Basically there are two types - magic items that are objects with spell effects bound into them and powerful ancient relics from the past. Only the first type may be created by PCs and some easy to use rules are provided under the Embed Spell feat in Chapter 6. Additionally, description and stats are provided for all the magic items mentioned in the books.

Chapter 9
O.K. here's where we get to some of my favorite stuff in the book. Chapter 9 is all about combat. There a three scales of combat provided for running a Black Company game.

The first scale, Character combat, is normal D&D combat with a few changes. In the novels combat is a very brief and deadly affair, and they've moved standard D&D combat towards that with some changes to the way the damage system works. The massive damage threshhold has been lowered from 50 points to your constitution + character level. So a 5th level character with a 14 con has a massive damage threshhold of 19. That means any time you take 19 points of damage in one shot you have to make a fort save (based on how much damage you took) or become disabled (zero HPs) or even dying if you blow it by enough. So, under this system, even powerful fighters can be taken out of the fight quickly with a lucky shot.

Once you're reduced it zero hit points you no longer take hit point damage, but instead take all damage to your constitution score. Once you take constitution damage there's a chance that you'll develop some kind of infection that could kill you just as dead during the recovery process.

In addition to these changes to the hit point system, there's also expanded critical hit rules that can inflict Grevious Injuries. They're unlikely requiring either a huge flub on a massive damage save, or a natural 20 on a confirmed crit, but they can be nasty. Greivous Injuries range from nothing, to bruises that slightly impair your abilities, to severed limbs, to complete disembowelment. Yuk.

Of course there are rules for recovering from all this damage. Its important to note that the only way to heal in this game is by natural means. HOWEVER, by using magic or the Physician Feat + Heal Skill, you are able to convert lethal damage to non-lethal damage so that characters can heal points per hour of rest, rather than points per day.

This chapter also provides some more information on Action Points and how to use them. There's a decent writeup on Aerial Combat as well including a distance table useful for calculating those three-dimensional ranges.

After the Character combat, rules are provided for Company Scale combat (small to middle sized units) and Army Scale combat (huge hosts of troops). The rules are fairly straightforward and incorporate the actions and presence of the PCs. While they're not as detailed as what you'll find in a dedicated product such as Cry Havoc or Fields of Blood, they are certainly a very workable system for people who want to stay more focused on the PCs without pretty much breaking out a set of wargaming rules.

The chapter concludes with a section on building and maintaining armies, including information on camp followers and disease outbreaks with fourteen or so diseases covered.

Chapter 10
The chapter is certainly the centerpiece of the book. What's presented over 41 pages is a fully developed, well balanced, flexible skill based casting system. Anything done in the books by Golbin, One-Eye, one of the Ten Who Were Taken, or any of the other sundry wizard types can be replicated by this system.

At the root of the system, each spell is basically a feat called a "Talent." Each talent can be used to produce a variety of magical effects. At their base level the effects are generally the equivalent of a zero through second level spell. However, the spellcaster then applies augmentations to the effects range, damage, duration, targets/area, or props (spell components) to make it into the spell effect they desire.

Spellcasting is done by making a Magic Use skill check against the DC of the effect you wish to create. The more augmentations you apply to a spell, the higher the DC to cast it is.

So, for instance, with the Create Energy [Fire] talent, I can create anything from a ray of heat that damages one target, to a wall of fire effect shaped any way I choose, to a normal D&D fireball spell, to sheets of flame raining from the sky over a 1000 foot radius. I can cause the spell to do damage of d4s - d12s with no limit (except my casting ability) to the number of dice of damage I can inflict with the spell.

An example: the normal effect of the Create Energy [Fire] spell is a 5' radius burst of flame that inflicts 1d4 damage. It has a base Magic Use casting DC of 15. For each +5 I add to the casting DC, I can increase the die size by one step (from a d4 to a D6). In addition, for each +2 I add to the casting DC I can add an additional die of the current size to the damage.

So, for an 8d6 effect I would get:

Base DC 15
Add'l Dice +14 (7 extra dice @ +2 DC per die)
Die Size +5 (Increase d4 to d6)
Total Casting DC = 34

The range, duration, and area/targets augmentations work the same way. By adding additional spell components to the spell I can reduce the casting DC, or by getting rid of them the casting DC increases.

Its a completely new system that takes some getting used to. They suggest index cards to start out with, but we found that after using it for a bit, it becomes second nature and you're casting modified spells on the fly in no time.

The wonderful thing about this system is that its a) Incredibly flexible yet easy to use once you get used to it, b) Scales infinitely - there's no artificial spell level cap or anything - this is important in games where you have 75th level wizards like The Dominator using the same magic system as the PCs c) it does a wonderful job replicating the magic used in the books. In fact, at the start of each Talent write-up as a little snippet from the book that shows the talent in action.

All told there are 47 or so separate talents and each one can generally produce a couple different baseline effects. In addition, there are rules for blending two effects from different talents together to create a single effect. Very slick. Very cool.

You could easily import this magic system to any other setting, although it will definitely have the effect of reducing the amount of magical gear in the world because items are so costly to the spellcaster to create.

Also included in the magic chapter are rules for True Names, the Rituals of Naming and Taking, a template for Taken, Magical Null Fields, a template for The White Rose and the use of aids to spellcasting including tainted objects like the Silver Spike, or the harvesting of souls from living or dead creatures.

Included in the back of the book is an appendix with all the tables you'll need for casting spells. I've found that by photocopying them onto a double sided piece of paper and laminating it, I've created quite a handy quick reference.

Chapter 11
This chapter begins the campaign advice section of the book. It starts by talking about several styles of playing in the BCCS.

For the Company style, it provides rules for building and organizing mercenary companies as wel as calculating the company's Company Strength Rating.

It suggests a dark fantasy style where ordinary mortals are not well equipped to deal with the ancient horrors they encounter/unearth. To support this style of play the book provides detailed sanity rules similar to a Call of Cthulhu game.

Next is the Glittering Stone style where the book suggests using the Plain of Glittering Stone as the focal point on a game where the characters travel between worlds or realities. Rules are provided for the planes, as well as some discussion of varying cosmologies that could be used. Here also is a section on relaxing the conversion of characters from other worlds so that they can still cast spells in the Black Company's world.

The final style presented is the Low-Magic Grit style where the PCs avoid playing Wizards, Shamans, Aceademicians, or Zealots, and instead focus on the gutter dwellers by playing low level fighter or thief types. Under this style they introduce some rules to make combat even MORE deadly than the base rules. Ouch. Finally they wrap up the styles section with some discussion of combining the various styles to produce a unique game.

Following the styles portion of the chapter is a brief section on rewards that deals with treasure (including a treasure per EL table), a discussion of the value and use of books and journals in the BCCS, and some variant rules for gaining renown which can be traded for action points or applied as a bonus to a skill.

From there the chapter gets into discussion of campaigns. Over the next 10 pages the book presents more than 40 campaign premises that the DM could model his campaign on. The ideas are organized chronologically by era (Antiquity, The Domination, Early Black Company, Resurrectionists/Birth of the Empire etc.) and are categorized by varying levels of adherence to the history presented in the books (Tight, Loose, or Free). Each one talks about the history of the period and the types of adventures the PCs might get embroiled in. This section is absolutely wonderful as it will provide DMs boundless inspiration for running adventures in this world setting. For the curious, a complete writeup of Kina's stats are provided here as well. Do NOT mess with her!

Finally the chapter concludes with 15 campaign hooks to kick things off.

Chapter 12
Chapter twelve contains prestige classes relevant to the Black Company universe. Here you will find the Artificer, Deciver (from the strangler cult), Great General, Nightstalker (another assassin type), Oracle, Spirit Shaman, Siege Engineer, Sword Master (from the Nyueng Bao), Topkick (squad leader) and the Veteran. The classes appear to be well balanced and useful and certainly relevant to the world. Some like the Great General will have more or less use depending on the focus of the campaign. For instance, if you're never playing any mass combats, then obviously the Great General will be of more limited use to you.

The chapter concludes with a section on how to incorporate prestige classes from the DMG into the campaign and how they should be modified.

Chapter 13
This chapter is 39 pages of full stat write-ups and some illustrations of pretty much every major character in the book plus a lot of minor ones. If there's somebody you read about in the novels whose stats you'd like to know, odds are good they're here.

Chapter 14
This is the bestiary. Its starts by talking about monsters from the monster manual and giving the DM some guidance on what types might be suitable for the game, and how and where to incorporate them. After that follows 28 pages of new monsters pulled directly from the novels. From Old Man Tree, to the forvalaka, to Whind Whales. Its only when you see them all gathered here that you really realize that there are quite a few monsters in the setting after all. They also thoughtfully provided generic stats for Imperial and Shadowlander soldiers at 1st 3rd and 7th level for the busy DM who needs a gang of faceless NPCs in a hurry.

Appendix
There are three appedices provided. The first is a complete listing of every Brother of the Black Company mentioned in the books and a little bit about the background of each.

The second is the handy spellcasting tables reference I mentioned earlier. Makes a great handout for wizard players.

Finally, rules for the game of Tonk are provided for those fascinated by the game the Company always seems to be playing. It actually is a pretty fun card game.

At the end of this section is a two-page (single sided) character sheet for the Black Company campaign that will help you keep track of all the things unique to the setting. Its also available for download on the Green Ronin website.

Finally, a fairly detailed two-page index wraps up the content section of the book. A couple pages licenses and ads follow.

Conclusion
I realize I've spent most of this review talking about what's in the book. What you're probably wondering is, "Is it good" and "Should I get it."

Well, it is indeed excellent. The rules material is very well written and extremely well balanced. The information on the setting is surprisingly detailed given the source material. As far as history and setting goes, I'd have to say that this is the equal of many other campaign settings out there. It really provides you what you need if you wanted to run a campaign in the world of the Black Company. That said, because Glen Cook has such a spartan writing style, you still have a lot of leeway to make changes to the setting without having to worry about messing up other things as a result. So really, you get the best of both worlds with this product. You have a good framework of information about anywhere in the world in case the PCs decide to go there suddenly, but on the other hand you have plenty of room to expand or play with the stuff there according to your own desires.

As far as whether you should get it, I'd say there are several types of people who should probably pick up this product.

1. Of course, fans of Glen Cook and the novels should pick this up no question. Even if you don't plan on playing in the setting, you'll learn an awful lot more about your favorite book series.

2. Anyone interested in running a low-magic gritty game should pick this up. You can either use the entire setting or cannabalize the book for rules. Since the rules are tied so much into the grim and gritty flavor, they'll have the effect of transforming any game in which they're used to that style. The rules are easily portable for those who want to use their own setting instead of the Black Company world.

3. DMs who are interested in a variety of settings can use this as their core. One of the great things about the Black Company world is that the presence of the Plain of Glittering Stone and the Shadowgates make this a perfect focal point for a world-hopping campaign. Imagine what happens when The Lady and the Ten Who Were Taken storm out of a shadow gate that connects to Greyhawk, Forgotten Realms, or Ebberon. Those people are in for a world of hurt.

Robert and Owen have managed to produce product that stays very faithful to the books, while bringing the world to life in an RPG setting. I predict you'll see a lot of folks on the net recommending this book whenever somebody asks about, gritty, low magic campaigns or alternative magic systems.
 

You seem to know and enjoy the novels very much, but how well do you think the setting, characters, and other info will be understood by someone who has never read any of the books and knows nothing at all about the series, like me? Does the setting info presume familiarity with the novels? If so, is the "crunch" alone worth the $50 price tag? The magic system really intrigues me, but the rest of it sounds fairly typical... new classes, feats, PrCs, yadda, yadda, yadda. Imagine if the book had no setting info in it, and it were just rules for a grim and gritty campaign in the style of the Black Company, would you still recommend it?
 



Woah... I tried to edit my post to add that this was an excellent, thorough review,(clicked the "Edit Comment" button) and it instead created 3 copies of my post! What's up?
 

O.K. first of all, yes - the crunch alone is worth the $50 price tag. Even if you want to use your own setting this book contains everything you need to run a grim and gritty campaign. That's something that I see asked for a lot of various boards and finally there's a well balanced product that takes a comprehensive approach in meeting that need. From the magic system, to the combat system, to the death and dying rules, to character equipment, and more - everything is designed towards that grim and gritty style with more emphasis on the characters themselves, instead of what magical gear they're carrying. In this campaign setting there will be very few magic items by nature of how the rules for them work (nor are they needed).

As far as not having read the novels. The book provides a LOT of detailed information about the world. There is enough here that somebody with no exposure to the novels could run the campaign setting. However, I'd recommend that anyone choosing to use the setting ought to read at least the first trilogy of novels (The Black Company, Shadows Linger, The White Rose) for two reasons:

1. Reading at least these three books will help you really immerse yourself in the "feel" of the world. The authors do a good job explaining what that feel is and how to capture it in the game, but the best way to experience it is first hand - by reading the source material.

2. If you enjoy gritty fantasy, these are the best books you're likely to read.

The first three form a complete story by themselves. After that The Silver Spike ties up some loose ends, and The Books of the South and Glittering Stone take the story down a new path. A kind of "further adventures of" the main characters.

Anyway, once you read the books, you can better understand one character's comment in the novels, - "Holy #@$&!! Taken!!"
 

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