The Hunt: Rise of Evil

“The Hunt: Rise of Evil” is a core d20 campaign setting by Mystic Eye Games. In this book you will be immersed into the dark world called Gothos. You will find a new and fantastic land where the dreams and nightmares of our sleeping earth folk find there way into this mystical world.

This unique campaign setting will give you new rules, kingdoms, classes, races, magic and much more. Play in our world or simply apply all that you find here to any d20 game.

Become a child of the waking dream and join the hunt today!
 

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First off, I feel compelled to state that I am freelancing with Mystic Eye Games. This does not influence my review of this product in any way, but for those readers who are hesitant to believe me, then it's your loss. Now, on to the product...


Clocking in at 140 pages and an index, "The Hunt: Rise of Evil" costs a reasonable $19.95. The cover is quite appealing and shows the buyer Dmitri Amadon, one of the people with a special knowledge of why the world (called Gothos) is under siege by nightmarish creatures. He and his fellows are on "the hunt" for these monsters. The artwork inside is good and readability is not a problem. I must also note that the new book smell remains even after numerous openings (yes, this is a good thing).

As any good worldbook should, "Rise of Evil" describes how magic works and is viewed in the world (after an intro and timeline which are also prereq's for a setting book, IMO). Mystic Eye gives us 6 new types of magic present on Gothos. Next is the world's gods, divided between the Pantheon (your more general types) and other gods (pagan and witch). The layout of these is well done, complete with flavor text and domains. I especially like the inclusion of the symbols for each god. Being told what they are is all well and good, but seeing them is much more effective and it gives a GM something to show his players.

The Lands chapter is next, each of the 10 nations reviewed in adequate detail. You get to learn the following about each: name, ruler, resources, population, law, allies, enemies, history, religion, politics, people, classes, and important NPCs/locations. An impressive 44 pages make up this chapter. Almost all of the nations are based on old earth cultures, thus aiding the reader greatly with assimilating them. Of special note is the presence of Freeport and Bluffside in Gothos. For those people following those books, this is an extra bonus. Classes and prestige classes come next. I have to go on record as saying, "Thank God somebody has put out more core classes." Not that the corebook ones are stale, but cariety is the spice of life after all. Here we get 6 new classes (the merchant being my personal fav) and 9 new Prestige Classes, each filling a nuche in further expanding Gothos' flavor.

After these come the races and cultures chapter. Much like with the core classes comment, I was gratified to find region-specific human racial traits that differed from the standard corebook version. Non-humans remain unchanged and this sits fine with me. These are given brief descriptions of how they are treated and act in each region, paralleling how the humans are broken down. And of course there are new feats (culturally specific, magical, and general) as well as a few new skills and other uses for some standard ones. There are also appendices that provide useful information like Gothos' calendar (complete with holy days and events), a summary of other books the reader might find useful, and even a review of the relevant OGC from Mongoose's "Seas of Blood."

Low points:
*I wish the cities had been more detailed (what few are even mentioned). Or at least provided with maps. But the promise of web enhancements focusing on the different regions alleviates this frustration.
*The maps are quite appealing, but some are not near the land text that describes them. Romanus, for instance, has its map on page 54 while the text begins on page 65. I don't believe this was necessary and makes referencing locations cumbersome, in my opinion.

High points:
*The Open Game Content use from Green Ronin (Freeport), Thunderhead Games (Bluffside), and Mongoose (Seas of Blood) is highly commendable. With this worldbook, MEG demonstrates the cross-polinization of 3rd party d20 material the way the OGL wanted companies to do.
* FLAVOR! The dark feel of Gothos is really brought home throughout this book. Even the duo-tone maps are forboding. The timeline setup throws the present day (should GM's wish to begin here) not long before the most powerful Dream Rift in Gothos' cyclical history. It's a bit much to get into here, but Earth and Gothos, though dimensionally separated, pass through each other every so many years and this causes things in the world to go crazy as the dreams of Earth folk can affect Gothos in earth-(or rather Gothos-)-shattering ways. The whole place kind of reminds me of Chris Carter's "Millennium" tv show..."The time is near." I can hear the Children of the Waking Dream saying to one another another of that show's taglines--"This is who we are."

To sum up, the book is excellent, from concept to delivery. But it is my policy to not give "5"s unless something is perfect (and what is?). A "4" however, is the next best thing!
 

The Hunt: Rise of Evil world book is this DM’s real way to tackle gothic horror using the d20 system.

Disclaimer: I work part time for Mystic Eye as a d20 mechanics editor. I did not work in any way on this product. If you haven't picked up a Mystic Eye book in a bit, do so with this one at your local store and you'll see the massive improvements in their work.

The Hunt: Rise of Evil World Book
By Doug Herring and Andrew Thompson
Cover art by Dave Manuel
$19.95 144-page campaign setting
ISBN: 0-9708265-0-8

Introduction: Since their first offering way back when with The Pit of Loch Durnan, Mystic Eye has taken the bold step to release sourcebooks and adventures set not in a typical fantasy environment, but one with many specific and different changes. One might think this could be a death warrant, but the plan seems to have worked. A steady following for the gothic fantasy world of The Hunt: Rise of Evil has emerged as well as folks who carefully ignore the world-specific stuff to make full use of such books as the Nightmares and Dreams monster books and Mystic Warriors in their own campaigns (as I have done). I have been intrigued from the beginning of this world with horrors created by the nightmares from earth, and this sourcebook finally takes the scant knowledge formerly offered and gives everything fans need to roleplay d20 fantasy-horror the right way.

Review: The Hunt: Rise of Evil World Book is a 144-page perfect bound d20 campaign sourcebook of fantasy horror. The cover art shows our host, a one-eyed veteran of the macabre known as Dimitri Amadon. Like other Mystic Eye books, it evokes visions of dark terror. The interior of the book is black text on white pages with parchment-colored borders and occasional weathered scroll sidebars. Borders are quite thin; text density is excellent. Page layout is nice and meaty but not crammed. Table rows are highlighted in the parchment-style color and the excellent cartography makes use of a number of shades of this variant. Interior black & white artwork ranges from good to very good. It’s not as plentiful as in some books but I’d wager it’s the best from Mystic Eye yet. The table of contents breaks down chapters and headers within, and in the back a full index helps the reader find anything at a moment’s notice. The layout and presentation knocks the socks off many 3rd party d20 books and is a marked improvement for Mystic Eye.

This tome is filled with all you need to play a game in their Gothos world of horror, or to take the many goodies and rules herein and add them to your favorite campaign (and there’s plenty of stealability here).

We first get a glimpse into the workings and theories behind this setting. Gothos is a fantasy planet that exists in an alternate dimension to earth. On a regular cycle, Gothos and earth drift dangerously close to one another in their orbits. The nightmares and dreams of folks sleeping on earth are given life and form by an enigmatic being known as Midnar. At the same time, there are the heroes, the Children of the Waking Dream who hunt these horrors, and may even bind with a dreamer on Earth to expand their powers and possibilities (thanks to some neat new rules called dream points, like so many hero points from other games). It takes what is in essence the gaming experience in general and moves it into storybook form with some clever wording, assumptions, and rules! This gives a very personal feel to the setting, like once you sit down to play here, it really becomes yours, more so than many other campaign settings. A timeline is given to help DM’s plan their campaign and give them a sense of history. Regardless, Gothos is caught in a perpetual time frame resembling our late middle ages, giving rise to the trappings roleplayers are familiar with.

There’s also extensive differences on Gothos depending on how close to earth the cycle is...meaning different styles of DMing (gothic horror vs. fantasy horror or just downright good old-fashioned D&D fantasy play) is supported depending on the age you set your campaign, ands full help for the DM is provided.

Many of the things that make the setting different are not just neat descriptions, they are given life in new rule sets like the aforementioned Dream Points, effecting the mood of an area, elemental affinity for spellcasters, and the like. These are easy to add or delete at your whim, giving some extra crunchy bits for those who like them but easily removed if you find extra rules cumbersome. The rules presented are coherent and add flavor to the game without rewriting or introducing bizarre new formulas or conventions.

Magic in Gothos gets its own chapter. Two new types of magic practice are discussed, Blood Magic (increasing powers with personal sacrifice) and Blight Magic (stealing the raw power from the land, corrupting it). There is tremendous flavor built into these and give a good glimpse into the style of play this campaign tries to capture.

The gods of Gothos are more plentiful than I ever imagined. Based after a core mother and father figure from which all others were spawned, the book provides introductory glimpses and necessary game data (domains, alignments, even symbols) for over 25 new gods and goddesses, human, humanoid and monstrous. New domains include Clockwork, Pestilence, Corruption, Smithing and Decay are well done and worthwhile. A special select group of "Pagan Gods" worshiped by druids and the witches of the campaign are detailed as well as a good glimpse into the inner workings of the witches covens that gather across the land.

The largest portion of the book is in describing the lands of central Gothos. An overview map showing four continents and many small islands shows the "known world". On each, the different specific kingdoms, territories or lands are named and then detailed each in their own subchapter which follows. As an interesting aside, both Green Ronin’s Freeport and Thunderhead Game’s city Bluffside: City on the Edge are worked into the world map and setting. Also, they have adapted Mongoose Publishing’s maritime rules Seas of Blood as their official seagoing rules which shows very friendly design. They even provide new Gothos ships in stat blocks derived from rules from Seas of Blood.

To detail all the countries and areas would be a mission in futility. Suffice to say that each country follows a uniform design, so finding information from section to section is easy and becomes familiar quick. The lands are well thought out and presented, all the basic info a DM needs to get a grasp for the area and its feel are there. As each area is described, we also get a full-page multicolored map of the area blown up from the overview map in the beginning, literally oozing with detail. Again I can’t compliment the time spent on these maps enough, it shows.

You can tell the Mystic Eye folks regularly game. Each country or land has details which gamers really need, not filler. For example, every character class has its own section in each land showing the outlook and playability of that class from that culture. Individual important NPC’s are detailed to better give the lands their view, and important places of interest fill out each section. There are 10 lands or kingdoms in all, and they range from borrowing trappings from historical models (like Warkistan, Nord and Romanus) to your expected kingdoms, like Dunreth, to island nations like Gildor and "evil overlord" nations like the Ithganin Empire. Here a DM can find all manner of areas to explain off styles and themes, all the while the players have familiar ideas to build upon during their adventures. Best of all, they all work together to create a cohesive campaign environment, they weren’t created in a vacuum.

The Hunt: Rise of Evil World Book also takes a bold step only last followed by the Sovereign Stone game...offering new base character classes for players to use along those in the PHB. Here, the Centurion (a very tightly-focused uber fighter), the Merchant (which is finally presented as a useable PC class, and represents the really serious ones...complete with spell list), the Samurai (which are what you’d expect, but more powerful...intended as NPC’s mostly), the Shaman (which is incredibly well done and flavorful), and the White Witch/Warlock (spellcasters who are a unique combination of cleric and sorcerer). There is a tremendous attention to detail, rules checking, and fine-tuning evident here that deserves applause. Well done.

Of course, where would a campaign sourcebook be without that ultimate of campaign-building blocks, prestige classes? Therefore this tome offers NINE new prestige classes for your gaming pleasure:

Enforcer: Special agents of a republic that root out it’s foes throughout the lands.
Inquisitor of the Pantheon: Holy folk who hunt down heretics, pagans and a special group that polices the Inquisitors themselves.
Knights of the Rose: The warriors of the island nation of Gildor make up this paradigm of knightly orders.
Lorindwar Bard: Graduates of a famed bard college, a true bard prestige class to be proud to attain.
The Officer: A 5-level prestige class that describes the ranking officers in a military unit.
Road Warden: A class that make up the brave souls that patrol a land’s highways.
The Seeker: Spellcasters of Gildor that specialize in using their powers to tracking down items, people or secrets.
The Strictor: This is the prestige class that polices the Inquisitors (above).
Swashbuckler: Taking Dumas-inspired PC’s to the heights of romantic swordsmanship.

Overall these are put together very well. Like the class section, attention to detail is very good. The classes are purposeful, balanced within the d20 rules, and offer creative and interesting goals for players to work towards.

An entire chapter is taken exploring the different ways the d20 fantasy races fit into this unique world. Many of the individual lands have subraces of humans, giving them different ability score bonuses and penalties, favored classes, and other rules and distinctions. Elves, dwarves, halfling, gnomes, half-orcs are not left out and get full treatment, and the race known as canites (first introduced in Mystic Warriors) make their full appearance here, as well as the werefaynoddin (elven werefox folks). All of this information is vital to portraying your chosen character race with an outlook to fit this setting.

The book comes to a close of its chapter with a set of new uses for old skills (hooray) and new feats. They run the gamut from campaign-specific to open. Many modify or tweak existing Rise of Evil powers, abilities or rules. There are also plenty of general feats for all types of characters to enjoy. Many of these are also presented as cultural & regional feats, available only to characters from a certain land if you use the setting. There are also a helping of special divine feats that offer cool powers. All the feats are done well. Some are stronger than others, naturally, but again none of them feel like filler, nor are they carefully named rehashes of familiar abilities seen in dozens of other sourcebooks. Some of the new uses for old skills are of the knowledge variety, plus a new craft and other new skill uses.

The book finishes up with some light information on running a Gothos campaign, other d20 game books that will be useful and incorporate well into this setting, a calendar, and an except from Seas of Blood so you can make sense of the new ship stats to be found within.

The book does allude many times that what you’re getting here is the core book from which a huge host of sourcebooks will be coming from (many named). We’re reminded of this so much one might get the impression this is the light version, but I need to stress that’s not the truth. This book is packed...jammed with information. It’s all you need to begin and sustain a campaign in Gothos, the add on sourcebooks will be expansions to those with special interests in the lands, religion, characters, etc. within.

Conclusion: This is a top-notch campaign sourcebook. Let me just get this off my chest: it kicks d20 Ravenloft's butt in the gothic horror department. It’s meaty, trustworthy in design, and chock full of awesome ideas to steal or use. For horrific campaign with flavor and twists, it’s highly recommended, and as a sourcebook to just steal from it’s just as good.

-Jeff Ibach

Is everyone perfect? No, and that’s why they released a small PDF errata sheet already! Get it at www.mysticeye.com
 

Beware! This review contains major spoilers.
This is not a playtest review.

The Hunt: Rise Of Evil is the sourcebook for Mystic Eye Games' Gothos world setting.

$19.95 for a 144-page softcover book is pretty good value. In addition, the layout is tight and space is used well.

The art is sparse but generally good. Maps are basic and the scales initially confusing as there appears to be no measuring scale against the distance figure - I can only presume that the block the figure is shown in is meant to be the measurement line but it leaves the maps covering vast distances. Else they forgot to put the measurement line in.

The style of writing is informal but interesting. Editing seems fairly good.

Gothos is a mediaeval world influenced by the dreams and nightmares of those on Earth. In addition, the plane that holds Gothos rotates around that of the Earth and Gothos is powrefully influenced by that of Earth. As it gets closer to Earth, the dreamers of Earth can influence the characters of Gothos more strongly and even the physical nature of Gothos can be changed, creating new landscapes.

Earth dreamers can influence Gothos by forming a Bond with a character in Gothos, helping them to fight against the nightmarish monsters that enter Gothos through mysterious Dream Rifts, holes in the fabric of reality. The players take on a two-fold role - that of themselves as Earth dreamers and that of their character in Gothos. The rules for Gothos can allow the players to have some extra influence over the fate of their characters by using abilities that their Earth dreamer selves possess, including influencing the mood and weather in a location and using Dream Points to aid their character during dangerous encounters.

The cycle of rotation and the Earth's influence over Gothos gives a GM good leeway in choosing the type of campaign he runs. When Gothos is furthest from Earth, a standard fantasy campaign can be run. The nearer Gothos gets to Earth, the more effect the concept of dreamers will have on the campaign.

Another significant difference in Gothos is that Wizards and sorcerers can have Affinities, which work much like Domains for clerics. These include the four elements and the eight magic schools. Evil magic-users can also gain additional power by sacrificing living creatures or draining the vitality of the land around them, at the cost of dreadful physical and mental corruption.

The pantheon of Gothos is fairly standard, with a somewhat humano-centric stance. Five new domains (clockwork, pestilence, corruption, smithing and decay) are introduced. In addition, there are three witch covens briefly described. Clerics also gain a possible additional power. If they take a Patron Saint, they must follow the strictures of that saint but gain a related ability, similar to a Granted Power.

The book deals in good detail with each of the major kingdoms of central Gothos:
* Dunreth, similar to mediaeval Scotland
* Gildor, a kingdom based around the concept of the chivalric code
* Ithganin, an evil empire ruled by a powerful devil, a cross between mediaeval Japan and the Middle East
* Kirkland, a theocracy resembling mediaeval Germany
* Mirak, a xenophobic country plagued by a powerful secret police
* Nord, a cold barbaric land ruled by the Ice Queen and women control the politics
* Romanus, similar to the Roman Empire
* Rylonia, huge grasslands where horse nomads roam
* Sheena, the Pirate Isles
* Warkistan, a vast desert empire
Each country covers a basic description, religious influences, politics, people, a discussion of different classes, famous NPCs, and places of interest.

Five new full classes are offered for play:
* Centurion - similar to a fighter, but with advantages in fighting with companions, Romanus only
* Merchant - abilities for bartering and lying, with spells to back it up
* Samurai - really an NPC class, as limited to the evil empire of Ithganin and reviled everywhere else
* Shaman - Rylonian class, with spirit guides giving domain abilities and spells similar to Green Ronin's Shaman
* White Witch/Warlock - divine spellcasters with cursing powers, glamour which enhances charisma and the power to spellcast more powerfully as part of a coven of 13.

Nine prestige classes are offered:
* Enforcer - special agent in Mirak's secret police
* Inquisitor of the Pantheon
* Knight of the Rose - chivalric knights of Gildor
* Lorindwar Bard - more music-orientated bard
* The Officer - military officer
* Road Warden
* The Seeker - magically locate objects, places or people
* The Strictor - The inqusitors of the inquisitors
* Swashbuckler

There is a chapter dealing with the various cultures of Gothos, with cultural specialties for the human subraces. The descriptions include an extended discussion of the caste culture of Ithganin, treatment of non-human races in the various regions and two new races:
* Canites - humanoid canines with +2 Str/Con, and -2 Wis/Cha and the ability to sense the mood of others
* Werefaynoddin - elf-like race with the ability to shapeshift into a fox

The book continues with special feats for Earth dreamers and their bonded characters in Gothos (such as Rift Gate - the ability to open dormant Dream Rifts to travel great distances across Gothos via the dangerous dreamworld) and new magical feats (including fey magic which gives bonuses to enchantment and illusion spells at the cost of divination and necromancy, and is ineffective against undead and constructs). This section also includes feats for blood and blight magic - draining life force from living sacrifices or the land, a number of regional feats (such as Seafarer, giving a +2 on Balance and Swimming checks for Gildan-born humans only), some divine feats (such as Blessed of Matuza, available only to Warkistani divine spellcasters, giving them permanent protection from evil and bless powers while the sun is up). There are also a couple of other feats and some ideas for new uses for skills such as bartering under the Bluff skill and navigating the dreamlands using the Intuit Direction skill.

The book finishes with some ideas for running very different Gothos campaigns from standard fantasy through to post-apocalyptic and three appendices:
* Various roleplaying books that tie in with Gothos, including Thunderhead Games' Bluffside, Green Ronin's Freeport, and the use of Mongoose's Seas of Blood for nautical adventures.
* The Gothos calendar, including some description of holy days and events.
* Some OGC from Mongoose's Seas Of Blood to aid in running sefaring adventures.

There is also an index.

Conclusion
This is an imaginative and well-written campaign setting, with heaps of adventure ideas and a wide range of possibilities for running campaigns with different flavours. The new concept of the plane that Gothos exists in and its strange relationship to Earth takes a bit of getting used to, but a standard fantasy campaign can be run in Gothos without using this aspect. However, it would be disappointing not to make use of this original idea and there are plenty of rules to help a GM run this aspect effectively.

There are a number of rules which significantly boost the power of spellcasting classes (such as Arcane Affinities and Patron Saints) whilst fighting classes are not changed significantly. I felt that some of the new classes (centurion, merchant and samurai) would have been better as NPC classes - the first two seemed weak in concept for a full class, whilst the samurai is restricted in adventuring ability. I also found the two new races to be a bit unbalanced - the canite seems very powerful whilst the restriction that the werefaynoddin cannot enter most civilised areas could be extremely restricting whilst running an adventure.

I particularly liked the introduction of blood and blight magic, the witch class and their covens, the Seeker and Road Warden prestige classes and the dream-related feats, all of which created a very unique and stimulating feel to the campaign setting.

Introducing the concept of Earth dreamers, the dreamworld and the rules that back up these concepts could be quite challenging, but worthwhile if the idea appeals. Equally, the world of Gothos could be used effectively for a standard campaign setting, and Mystic Eye's other releases have reflected the relative ease with which this can be achieved.

All in all, one of the better campaign settings released.
 

This is the long awaited (at least for some) world book for Mystic Eye Press's setting of Gothos. They haven't put out a huge amount of products before this, but have put out several that seem to have a love it or hate it reaction from d20 gamers (for the most part). It's a softcover book, 144 pages, and priced very reasonably at $19.95 (and that's what I paid for it at my not so local game store). The side margins are fairly small at 1 1/4" (though they look smaller than they actually are), the top about 3/4", and the bottom about 1/2". The typeface is smallish, and there is very little artwork, so this book is packed with text. Despite the fact there is so little artwork (about 30 pieces, mostly 1/4 of the page), it's a very attractive book, printed in 2-color ink. The charts and such are especially nice looking.

Unfortunately, like most of their previous efforts, it combines great ideas with average writing and an extremely awful grasp of the d20 mechanics and design philosophy.

The first 12 pages are an introduction to the world of Gothos. It's a very interesting world, actually. It's sort of a reflection of Earth, or rather, a reflection of Earth's dreams. This section does a pretty good job of explaining it, and it's connection to Earth, though some of the terminology is confusing. For instance, the '1000 year Dream Rift', only lasts a few years. The '1000 year' part describes it's frequency (it happens every 1000 years), not how long it lasts. Like a 100 year flood. But that wasn't obvious to me at first, and caused me some confusion. It also doesn't help that that timeline has some huge holes in it, making it hard to see how it's structured.

Besides an introduction to the world, this chapter introduces rules for how dreamers on Earth can influence characters on Gothos. It's a point based system, basically during the game players can spend dream points to help their PCs. Not a new concept in terms of game mechanics, but the premise behind it is pretty new.

Next is a short chapter on Magic in Gothos (in fact, that's the name of the title). It uses regular d20 magic for the most part, but there are lots of possible variation. For instance, elemental affinities for arcane spellcasters. Also, blood and blight magic, in which blood or the lifeforce of nature is used to fuel magical spells.

The next chapter is 15 pages and is on the gods and religion of Gothos. This is an interesting aspect - there is something of a universal church, called The Pantheon. Beyond that, there are heretical gods, and the old, nature gods. You can see a pretty clear parallel between the Roman Church and the various pagan gods of real life earth.

The next 45 pages are devoted to describing the main countries of Gothos. Gothos is actually sort of a water world, apparently, as there is not one main continent or landmass, but 4 Australia sized islands (or slightly bigger than that. It's hard to tell the scale, because there is not really a key given. There's a little box saying x miles, but it's hard to tell what they mean by it). As mentioned, Gothos is something of a reflection of Earth, so all the countries are more or less like Earth countries.

Dunreth is something of a British Isles style country, before the Normans invaded. Not just Celtic, it seems to also have something of a Saxon feel. The King is named 'Wulf', which I think is a Saxon name.

Gildor is a French-Iberrian style country. Freeport (from Green Ronin) is set on an Island near here, somewhat oddly IMHO. It's not odd that they'd use it, just where they put it, so close to a country. It's ruled by a Queen. In a twist, she's like the Dali Lama - after the Queen dies, they find her next incarnation and bring her back.

Ithganin is an interesting mix. Sort of a combination Japanese-Middle Eastern. And it's ruled by a demon.

Kirkland is like Germany. Germany when it was in it's medieval stage. Bluffside, from Thunderhead games, is placed here. Kind of an unfortunate name, because it's going to lead to dozens of William Shatner jokes (and Hasselhoffland would have been more apropriate).

Mirak is an odd country. I guess it's like Revolutionary-era France, or communist Russia. It's basically a fascist totalitarian state. They hate elves, and most non-human races.

Nord is like the various Nordic (duh!) or Viking countries. However, it's not united, and there is a major villain here, the Ice Queen.

Romanus is like the Roman Empire (again, duh!). Only this has an unusual twist - it's people are human, but as a result of a curse, they have Drow-ish features. That is, dark skin, pale hair, and wildly colored eyes.

Rylonia is like North America, or rather, the plains area of pre-columbian North America. There are 5 tribes of American Indian like people. This actually makes their free module, Rite of Passage (which I didn't like) make sense.

Sheena is a country of pirates. It's a lot like Freeport (from Green Ronin), if it were actually a pirate city and not a Disney-esque monstrosity. Odd name for a pirate country.

Warkistan is a Persian-Middle Eastern style country.


The next chapter is on new classes, and contains several new core classes as well as some prestige classes. I like how they introduce several new core classes. I'm a person who likes new core classes. However, while the concepts behind the new classes are generally pretty solid, the design of them is nothing short of terrible. Which unfortunately makes most of them completely unusable, at least without overhauling them.

The Centurion- This is class exclusive to the Romanus Empire. Basically, it's like a Fighter, but more powerful and better at combat. There is a design rule mentioned in the DMG that while variant fighting classes are okay, the Fighter should be the best overall combatant. How is it better? Well, same HD, same skill points, but the Base Attack Bonus starts out at +2. They also get Weapon Specialization at 3rd level. They get several bonus feats - a total of 9, compared to a fighters total of 11. But beyond that, they also get free feats. Weapon Specialization at 3rd, 2 weapon fighting at 9th, a special ability that lets them fight together with another Centurion for various attack and AC bonuses. So it's better than a Fighter is almost all regards. And in some sample combats between an equal Centurion & Fighter, it indeed is better than a Fighter. And 2 Centurions vs. 2 Fighters the difference is even more glaring.

The Merchant - This is an okay concept, though not great. Still, again, it's not done very well. Basically, it's Rogue in terms of Base Attack Bonus and skill points (8). It's got a screwed up save progression for 2 of the categories, slightly worse than the best. It'a also got a number of special abilities, mostly involving being a merchant.

The weird thing, is that it's a spell casting class. And a lot of spells. A first level Merchant can cast three 0th Level spells, and two 1st level spells. And they are not sucky spells, either. The first level spell list for the Merchant includes Magic Missile, Cure Light Wounds, and Charm Person. The number of spells tops out pretty lowly, ending up like the spells for a Paladin or Ranger.

So, given the large number of skill points, the good attack progression, the good saves, the decent hit dice, the large number of special abilities (plus 4 bonus feats), this class is not well balanced. Would easily replace a Rogue in everything but combat ability (at least with regards to special attacks)

The Samurai - This is something that could have been very useful, because not everyone (including me) has OA, and having a Samurai class would be pretty cool (especially one that is open content.). However, the rules for this one are both terrible and confusing.

Again, much like the Centurion, this one starts off with a Base Attack Bonus of +2 (and tops out at +21). It gets 2 skill points per level (like a fighter) and has saving throws like a fighter. And again, like the Centurion, it's overpowered. For one, at first level, the Samurai gets 3 feats. 1 is conditional (2 weapon fighting - only works with the Katana and Wakizashi), but they also get Unarmed Strike and Stunning Attack for free at first level. (Why, I'm not sure.

The confusing part is the "Extra Shot" ability. It's not clear to me just what it does - if it gives an extra attack (or maybe two, the second time) at the Samurai's Base Attack Bonus or something else. All in all, this is somewhat more balanced than Centurion, but still is not very good. It's not really useable. Obviously you can use it, but expect to hear griping from other players and your game getting out of balance. They actually admit this, but say it's mostly aimed at NPCs, to make them tougher. But that's silly. If you want tougher NPCs, simply raise their level by 1.

The Shaman - This is actually the best (in terms of rules) class in the book. It's geared to simulate an American Indian style Shaman. It's kinda like a Druid, and casts spells as such (has to prepare ahead). It gets a d8, 4 skill points per level, average attack bonus progression, and great saves for Fort. & Will. The spells per day is like a Cleric. There are a few special powers, but nothing overwhelming. Not a terribly unique class, even with the totemic powers, but perhaps because of this, this is the most balanced core class in the book.

The White Witch/Warlock - This is one of the main reasons I bought the book - I really like witches, and have been looking for a good witch class. Though 3 books have been announced that would provide a new core witch class, none have actually come out yet.

This is actually not a bad class at all, but it has an annoying rule quirk. The base attack bonus progression is even worse than a Wizards. Which is something you really shouldn't do (See the DMG for why). I also don't like the spelling of 'Atheme', while apparently it's used, generally it's spelled 'Athame'. But that's pretty nitpicky.

Anyway, the Witch casts spells like a Cleric (have to prepare), only no domain bonus. Rather than providing a complete spell list, it includes a base spell list and then mentions they can also cast divination, enchanment, illusion and necromatic arcane spells. Which works well enough, especially as you can use spells from other sources.

There are also a number of special abilities, all of which are very witchy. There's also a short section on "Witch Wards", which are basically members of the opposite sex that serve the witch. Kinda like in the Wheel of Time series, IIRC.

All in all, this is a pretty good witch class. I would personally alter the BAB progression so that it's that of the wizard. Having it top out at +9 is just silly.

The Prestige Classes are generally better, with one exception of a misprint/gaffe. The Prestige classes include:

Enforcer - a class for Mirak, basically it's a spy or secret police. Good enough, but as it's something of a rogue class, it should specify whether or not the abilities it shares with rogues stack with the rogues abilities (like Sneak Attack) or not.

Inquisitor of the Pantheon - This is a clerical prestige class. As it sounds, it's an Inquisitor, and is as nasty as that name implies. IMHO, it should be LE, but D&D seems to take the tack that it's okay to do evil things and still be LN (or CN) as long as you don't enjoy the evil acts.

Knight of the Rose - This is a chivalrous knight found in Gildor.

Lorindwar Bard - This is a bardic prestige class (duh) of Dunreth. Tries to emulate the Celtic Bard.

Officer - This is a somewhat pointless class used to implent a rank system for military officers. Personally, I think a rank should just be outside of game terms, or just be a feat (an extra one or free one or not), like in Fading Suns d20 or Weird Wars d20.

Road Warden - This is sort of like a ranger prestige class. Unfortunately, this class has the wrong info for it on the class info chart. There's also a mistake on the requirements for it. There is some errata for it on their web site, though if you didn't have internet access, you'd be screwed.

The Seeker is a pretty odd prestige class that basically seeks things. It's got very easy requirements (a 2nd level character could take it), and has some rules problems. In the description, it says it gains spells as if it had gone up in their arcane class, yet the level chart contradicts that statement, giving additional levels sporadically with no real pattern.

The Strictor is another clerical prestige class. It's like an Inquisitor, only for the Church itself.

Lastly there is the Swashbuckler, which is something of a pirate style class. This is a bit confusing, because it's somewhat aimed at Rogues, yet it has some Rogue abilities . It's not clear if they stack with the Rogues abilities if they already have them (Uncanny Dodge) or what. So, like the Enforcer, you need to decide yourself how it works.

The next 12 or so pages detail the races and cultures of Gothos from a game mechanic standpoint. The various bonuses and penalties to stats, extra feats, powers, etc.

After that comes 8 pages or so of new feats. Many of the feats are cultural, and can only be taken by characters from a given country, or who have lived there for a certain length of time. That's a pretty cool idea, though I don't think it's original, exactly. There are also feats for the "Children of the Waking Dream", which is something of a secret society that fights evil, and are bonded to dreamers on Earth.

For the most part, these feats are fairly well done. Some are too powerful, I think. For instance, the 'Master Archer' feat gives a +2 to hit with bows, as well as +1 damage. That's like Weapon Focus (only better, since it's +2, and applies to all bows) and a weakish form of Weapon specialization). Another example is 'Battle Hardened', which gives an extra hp per character level. That's not a big deal for lower levels, but at 20th level, that would be 20 extra hit points.

The last 8 pages are some appendixes which offer some tips on style, ads for other d20 books, a small excerpt from Mongooses ship book, the OGL license (done correctly), the d20 license (which isn't needed, actually), and a pretty decent index. I love indexes.

Also, there is at least one free download for this on their website. A 12 or so page PDF that describes the country of Dunreth in greater detail, including descriptions for everything on the map. Really adds to the already good value of this book.

Still, while I do really like this book for a lot of reasons, I hate how they screwed up the game mechanics part of it. The setting is great, I think, if not brilliant. It's one of the few earth-like fantasy worlds that actually has a reason for having earth-like cultures. But the game mechanics are terrible in places. Most of the core classes are flawed, and some of the prestige classes are poorly explained (especially the one with the bad table), which make them hard to use.

There are also numerous editing problems with the books. No NPCs really have complete stats per se, but their class and levels are often given. However, many of them are given classes that either don't exist (the Noble class) or aren't eligible for (in the case of prestige class). 'Rouge' instead of 'Rogue' is also used at least once (easy type, but somewhat dreaded). But most of that is pretty minor, and there is already errata.

If not for the rules problems, this gets a pretty solid A (or 5). But since they are pretty major, I would have give this a B- (which translates to a 4 here).
 

Okay. It's been out for a little while now and it's amassing something of a fan base. Mystic Eye's World Book The Hunt: Rise of Evil gets the best of two worlds by providing a high fantasy world which provides the level of spell casting and multitude of character races that players are familiar and comfortable with and successfully combining that with a dark, gritty and somewhat gothic setting which manages to inject something new and enticing.

It was a gamble. If you'd asked me whether the RPG consumers of the American market would do anything other than ignore a gothic campaign world before The Hunt: Rise of Evil hit the shelves then I would have expressed my doubt that the world book would sell. Mystic Eye played their cards right (or if you'd rather, they've scored a critical threat on their d20 RPG publisher role) and have kept their costs down by staying away from gloss, colour and hardbacks but they've kept their quality high. The Hunt world book is no different from the Mystic Eye standard; it's not a hardback book and it's the only d20 world book that isn't hardback that springs to mind. Of course, all of this strategy would be for naught if The Hunt were a pile of poo. Thankfully, The Hunt: Rise of Evil is rather good.

Gothos is a world which is connected to Earth and it is connected in a darkly surreal way; through the dreams of a sleeping creature; a demon; a god; or something else entirely and this connection waxes and wanes through the astronomical style rotations of the planet Earth and Gothos.

It's only slightly naff to have Gothos connected to Earth but there are plenty of advantages, especially with the dreams and nightmares association. GMs are able to use myths and legends from our culture and plant them into Gothos in an intellectual way rather than a cheesy yet-another-rip-off way. For example, one would be forgiven for rolling their eyes if a GM ran a plot about a serial killer who the locals have called Jack and who seems prone to cutting prostitutes to pieces in their fantasy game; whereas in Gothos such a plot is no longer such a terrible cliché and could actually be presented as something of an academic debate on the various theories of the actual Jack the Ripper case. An even more powerful plot device than the ability of the GM to effect events in Gothos through the dreams of Earth is the ability of players to effect the Gothos reality. In a typical The Hunt: Rise of Evil game the player characters will be one of the Children of the Waking Dream. These people have strong connections with a given dreamer in Earth. This connection with the dreamer is represented in a rather nice Dream Point game mechanic that governs how many Dream Points are required at any given time to effect Gothos in some way. When the connection between Earth and Gothos is strong then it takes less Dream Points for a significant change in Gothos reality. Examples of Dream Point use include the likes of "I'm not dead" which can be used right after a PC has died in order to bring him back, or rather, for him "not to have died". In typical The Hunt style there are a group of NPCs with similar abilities but with an entirely different agenda. This gives The Hunt a built in set of villains, therefore something of a built in focus, but one that can be used often or ignored entirely by the GM.

The Hunt: Rise of Evil introduces more than just the new Dream Point mechanic. The book presents two new types of magic; Blood and Blight magic. The premise for both is similar; the power of blight (land) or blood (body) sacrifices can be used to enhance magic. Mystic Eye does have a Blight Magic book on its shelves as an independent entity but you don't require it to use Blight Magic for The Hunt: Rise of Evil nor do you require The Hunt in order to use the Blight Magic book.

Most of the space in The Hunt: Rise of Evil is given over to a large list of gods and places in Gothos; this is how it should be for a world book. The two are tied nicely together; different parts of the world have differing strengths of faith for the different gods. The Church plays a strong role in Gothos culture, especially the inherently scary Inquisition. I think special praise must be given to some of the stereotype busting gods. There is a god of Husbandy, a chaotic-good god half-orcs, a neutral-good god of wild places and two different gods of the sea. The pantheon of gods brings a few new cleric domains too: Clockwork (for the Tick-Tockck King, the Gnome God), Pestilence, Corruption, Smithing and Decay.

The Hunt: Rise of Evil runs through the established character classes of the core rules and looks at where they might be found in the world, in what sort of circumstance and in what sort of role. It's a tricky one this; if a world doesn't have travelling Bards, the Paladin concept, fighting Monks or wilderness men who develop magic for some strange reason and who call themselves Rangers then the standard character classes don't fit at all well. Gothos, with its unique world setting, deals with the problem better than most – but I still would have liked to have read more and had more advise. Gothos also introduces its own character classes as well as the traditional scope of new Prestige classes. These new entries are a little bit naughty in that some of them slide stray of the concept of never balancing game mechanics with roleplaying peculiarities. Mind you, not every gamer in the world agrees with that particular mantra and you might not even notice when you read the book. Each of the new classes are entirely correct in that they make sense in The Hunt's world setting, are easy for the reader to understand and are put together in a sensible way. The character classes added to the game are particularly enticing ones too; shamans, white witches, centurions and even the merchant which is perhaps less enticing but surely worthy of having a character class of its own.

In terms of character generation and world building my favourite offering from The Hunt is the cultural modifications. The Nords, for example, receive a bonus to their save against cold damage but as a culture they're widely illiterate, and most of the various cultures have a range of feats which are unique to them. How often do you hear phrases like "The men from the north are known for their great strength" but find all humans treated universally? Too often. The Hunt: Rise of Evil's cultural system provides a quick, clean and entirely satisfactory answer to this problem.

I think most gamers will find something they like in The Hunt: Rise of Evil and I think many of them will be keen to play in Gothos. The book doesn't suffer from being a softback that's careful with its use of colour; in fact, I think it benefits from it. You just have to pick it up and flick through the pages, watch as the various maps (ideal for all those RPG cartographers out there) flick by and read snippets of juicy flavour text in order to find the inspiration for a character or a plot. I like the world, its fresh but familiar both at the same time - that's an impressive trick. I think there is more than enough in the 144 paged world book to keep campaigns alive for a long time. In addition, Mystic Eye does well with its use of the OGL; at the back of the book you'll find more than just references for other good d20 supplements to use with The Hunt but you'll actually find pages of rules from these books. There is, for example, nearly two pages of rules from Seas of Blood and so GMs have at their fingertips an easy way to manage travelling around between the various islands in Gothos and to ensure that such a journey is an exciting adventure too. The Hunt was a gamble but I think it has been a success.

This GameWyrd review can be found here.
 

This review is for The Hunt: Rise of Evil, a campaign world book published by Mystic Eye Games. This 144-page book is a capstone setting designed to be used in an existing d20 campaign or played alone as its own individual setting. The book retails for $19.95.
The Hunt is set in the campaign world of Gothos. It is, in a sense, a dreamworld where the dreams and nightmares of people influence the very fabric of reality. This is a very complex world with a well-established timeline. Characters become bonded to a counterpart on Earth, which allows them access to special feats. There are several bold and original new game mechanics detailed, such as the use of dream points that may benefit the character.
Magic works a bit differently on Gothos. Spellcasting assumes an elemental affinity which has benefits but also has drawbacks. Other types of magic also exist such as epic magic, blood magic, blight magic, and fey magic.
Much of The Hunt is devoted to pantheons and a breakdown of the world’s geography. Each region detailed has a definite cultural flavor ranging from Roman to Nordic to Native American, to name a few. This information is presented in a well-structured and consistent manner for every region.
Character classes are also a part of this setting. The Centurion has a definite Roman motif, while the Merchant is a more generic and definitely more tuned towards NPCs than actual PCs. Samurai, Shamans and White Witches (or Warlocks) are also represented in this world. New prestige classes designed especially for this world have also been developed. They are: Enforcer, Inquisitor of the Pantheon, Knights of the Rose, Lorindwar Bard, Officer, Road Warden, Seeker, Strictor, and Swashbuckler. Races of Gothos consist of standard ones as well as new ones. The Canites are a race of humanoid canines, while the Werefaynoddin are a race of elves.
Special feats for this setting along with new uses for existing skills are included. The feats are all either rbonded or dream related, magical, cultural/regional, or divine in nature.Several have potential for use outside of this setting.
Overall, The Hunt: Rise of Evil has some very original thngs to offer, especially if you are a fan of the horror genre. This is a setting that would fit nicely with Ravenloft or possibly even Call of Cthulhu. While certainly not a book for everyone, any GM who is looking for something more that he can add to give his campaign a darker feel should take a hard look at this book. It is a respectable book and an excellent value given the pricetag.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

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