Since I'm taking so long to write this review (busy with college), I'm going to release it in two parts. This is part one, covering about half the book.
I'll admit I'm excited for this book. I don't
think I've mentioned it on the blog yet, but I'm mostly a horde
player (though that has as much to do with me liking the horde as it
does with the horde questlines experiencing much more of the alliance
than the alliance questlines do). Our subject matter today is the
Horde Player's Guide, the counterpart to the book we reviewed last
time.
One good thing about this book is the statement that the
alliance player's guide and the horde player's guide have replaced
the old alliance&horde compendium and that book no longer counts.
Those of you who read my review of that book may recall that the AHC
only had a very small portion of the book dedicated to the title
factions, so having these new books (which actually give what the
title promises) replace it would be weird. However, those who read my
review may also recall that the AHC was terrible, so I'm glad it and
its nomadic blood elf terrorists are no longer canon.
Chapter
One: New races
Like the APG, we're given three new races: half-ogres,
half-orcs and forest trolls. As a racial selection, this is kinda
weak, due to the fact that none of these races are actually members
of the horde. Forest trolls are okay, as there is a sufficiently
large group of them associated with the horde, but half-orcs are also
found amongst the alliance in large numbers and half-ogres are
incredibly rare, with only one of them ever being seen as a part of
the horde. Ogres and skeletons/banshees/shades/skeletal mages would
probably have been better choices.
Half-ogres:
Despite being a half-breed race, half-ogres are actually somewhat
united due to most of them being created at a single time, when they
were bred to combine the strength of ogres and the intelligence of
orcs. Both races, while biologically compatible, aren't naturally
attracted to each other, so there's few to none half-ogres that are not descended from this group. As
a backstory, this is actually really clever, as it allows the
half-ogres to have a somewhat united culture. In this case, they're
pretty much Rexxars clones, which is perfectly fine with me. The race is pretty cool and I'm surprised
at how well they make it work.
The racial class on the other hand is meh. They get no
special tricks, just some stat bonuses and a size increase. Yes,
learning about their culture makes them bigger.
Half-orc:
The half-orcs have all the narrative problems of half-elves, as well
as having the problem of not having any racial history (due to only
coming into existence less than three decades ago). It also raises a
question. If orcs and humans can interbreed, and humans and elves can
interbreed, where are the half-orc, half-elves? The section also
makes the mistake of saying that most orcs and humans lost friends to
the other side during the third war, despite the fact that the third
war battles with the horde only involved a tiny smidgen of humanity.
Forest
trolls: Why are these guys in
the horde? In WoW, they were never really developed as a culture, so
the players always assumed that they had mellowed out compared to the
other forest trolls tribes. However, the RPG describes them as evil,
savage cannibals who look down on all other races and would like
nothing more than destroying them. Sounds like the perfect match for
Thrall's horde, right?
Chapter
Two: Class Options
First, the orcs get a racial class. They didn't get one
before to make them more similar to humans, as humans and orcs “are
the most important in the warcraft world” (literal quote from the
book), a statement which is partially justified (they have had a lot
of influence on recent history), partially false (the orcs in
particular currently have very little power) and partially stupid
(why does both races being important mean they have to be similar?).
It's an okay racial class though.
Variant
Classes
Melee
Hunter: Exchanges some ranged
abilities for melee abilities. Pretty basic and makes sense in lore.
Wandering
Hunter: A hunter that draws
power from the land, rather than from the animals, changing his
normal aspects for different, environment-related ones. While okay, it seem weird that they still get an
animal companion.
Uncorrupted
Necromancer of Warlock:
Basically, the playable orc and troll warlocks from WoW. Doesn't
automatically become evil, but gets less bonus feats. Very basic, but
necessary lorewise. Even with this, I'm still not particularly fond of the idea of orcish warlocks in the horde.
Battle
shaman: A shaman that
sacrifices a significant portion of his spellcasting abilities to
become an adept melee fighter. Fits pretty well with lore.
Far
seer: A shaman that sacrifices
a few elemental abilities to gain extra divination spells. The
divination spells are a bit weird though. How in the world can Eye of
Kilrogg ever be cast as a shaman spell? It's a literal demonic eye!
Hidden
Warlock: A warlock with some
more mage abilities in order to blend into society. Not entirely sure
why it is included in this book, considering hidden warlocks are still working for the burning legion, not the horde.
Racial
Iconic Classes
Forsaken
Witch Doctor: Apothecary: It's
a bit of a weird racial class, as it has absolutely nothing to do
with the witch doctor lorewise, but the class abilities match up
surprisingly well. The apothecary has severely reduced spell power
(gaining none of the witch doctor spells, and only one necromancer
spell per level), but makes up for it through even more extended
potion-brewing capabilities (being able to use all necromancer spells to
create potions, being able to brew more powerful spells into potions,
being able to make syringes).
Jungle
Troll Witch Doctor: Gives up a
few standard healer spells in order to become much more adapt with
totems. Fits pretty well with the witch doctor unit from warcraft 3.
Half-ogre
Hunter: Exchanges a powerful
attack for the ability to call on the aid of animals. They really
should have just called this class beastmaster, but otherwise it's
okay.
Orc
Warrior: Exchanges most of its
bonus feats for greater axe skills, the ability to burst into rages
and knowledge of where to best strike humans. So, basically, it's a warrior with all of its bonus feats pre-assigned. It makes sense lorewise, but I can't really imagine it adding much to gameplay.
Tauren
Shaman: Loses some battle
capabilities to create an aura of peace or call upon the ancestors.
Another pretty good racial class.
Troll
Barbarian: A ranged
barbarian to emulate the headhunters from warcraft III. Pretty good class.
Creature
class
Again, skipping these due to not really having much of a
connection with lore. Not entirely sure why the Centaur are included
though, considering they are the ancient enemies of the tauren and
have been at war with the horde ever since first contact. The other
creature classes are the abomination, the ogre and the ogre magi.
Feats
Some feats related to shamanism, the cult of the
forgotten shadow and general warrior-ness. They're all actually
pretty good.
Chapter
Three: Prestige Classes
Bone
Crusher:
One problem that this book shares with its alliance counterpart (and
many other RPG books, even outside the warcraft ones) is the fact
that prestige classes are made as if they were core classes. However,
Prestige classes are supposed to represent an extra specialization on
top of your normal abilities. For example, a dragonslayer builds upon
the capabilities of knights, fighters, monks and barbarians (or any
other melee class), so would make a great prestige class. In
addition, its' often handy to explain a prestige class as being a
specific order or being agents of a specific deity, as it explains
lorewise why the prestige class is a completely separate training,
rather than just being a choice for a core class.
The bone crusher lies at the other part of that
spectrum. The bone crusher is a massive brute who fights with his
bare hands. As a prestige class, that doesn't work for several
reasons. First, why the hell would someone first have to train in
another class (which does use weapons) before he can become a
weapon-less warrior? Second of all, why do all the worldwide examples
of bone crushers (found amongst orcs, ogres, furbolgs, dwarves and
mok'nathal) have the same specialized combat rules, despite not
having any sort of similar training or source for their magical
powers? This class reads like it should have just been a list of
warrior bonus feats.
Dark
Ranger: Now this is a better
example of a prestige class. A small elite group of ranged fighters
that gains special magic and training that are available to no one
else. The bit that confuses me a bit though is the nature of the dark
ranger magical powers. The text explicitly says that they're divine
spells, but that some are arcane in origin. What does that even mean?
Plus, if they're divine spells, from what deity or power are they
drawn? The text makes it pretty clear that dark rangers are older
than the cult of the forgotten shadow and that Sylvanas (who doesn't
follow the shadow) was the first dark ranger, so it can't be that.
Hexer:
A shaman that specializes in the calling of spirits. The class sounds
and reads more like a new healer specialization than a prestige
class.
Lightslayer:
Sneaky agents of the forgotten shadow that fight to purge all traces
of the holy light. An absolutely awesome prestige class that fits
lore rather well. I really want to see these guys integrated into
WoW.
Plagueshifter:
With the spread of the plague, the horde has founded a new order
of druids specifically to combat it. Another fun class that works
well with lore, though I do have to wonder about a horde-exclusive
druid order (since all druids are already part of the
neutral/alliance-favoring cenarion circle).
Potion
Doc: Why does this class exist?
No, seriously. We already have a witch doctor class, plus a separate
forsaken alchemist racial iconic class. What other major alchemists
remain in the horde? Certainly not any that would call themselves
potion docs, that's for sure. Maybe as a goblin alchemist variant,
but not as part of a horde sourcebook.
Primal:
People who unleash the beast within! Not too fond about this class
either. While the abilities are pretty good, it again doesn't fit the
prestige class mold. It's not a specialisation. It's a completely
different combat style.
Pyremaster:
Another example of a good prestige class. Pyremasters are a cult of
orcish shamans who conduct the funeral rites for great orcish
warriors. As orcs burn their dead, the pyremaster has built a kinship
with flame, giving him special abilities.
Shadow
Ascendant: Another good one,
representing the ultimate followers of the cult of the forgotten
shadow, who have become one with the darkness. They're powerful
priests of darkness, acting as spies. Amongst the jungle trolls, some
have even started revering them as dark loa spirits.
Shadow
Hunter: Okay, while a decent
prestige class, this section contradicts WoW completely by saying
that the shadow hunters are the only followers of the loa, despite
the fact that we see pretty much everyone in WoW who is associated
with voodoo deal with the loa. It's a shame too, because I really
wanted to know what the deal was with these guys. What differentiates
them from normal loa priests? The Frozen Throne manual was
unenlightening as always. My favored theory is that the shadow
hunters are followers of the dark troll loa, rather than the jungle
troll loa, which would explain their different powers and the fact
that they only became playable after the battle of mount hyjal.
Spirit
Champion: A warrior who
channels the spirits to enhance his combat abilities. It's a pretty
cool class, though the lack of a unifying backstory (again), makes me
ask why the abilities aren't just shaman feats and/or spells.
Spirit
Walker: A being who is neither
alive nor dead, but always shifting between worlds. Fevered dreams
make them question the very nature of reality, as they slowly ascend
into a state where they are no longer one being. The spirit walker is
an awesome prestige class, doing a very good job of extending the
lore given to them in Warcraft III.
Spymaster:
Another sneaky forsaken class. It's getting kinda redundant. In
addition, the backstory of this class is confusing, with things like
“the horde are the only people who know how to become spymasters,
as they tortured alliance prisoners to get the information back
during the first war” and “spymasters originate from the orcs,
and most spymasters are half-orcs and forsaken, as orcs aren't
disciplined enough to become spymasters”.
Techslayer:
A warrior who specializes in stopping destructive technology. I'm a
bit confused why techslayers are in this book though. Wouldn't the
night elves and the furbolg have just as much, if not more need for
these guys? Between the forsaken in the east and the goblin
mercenaries in the west, I would say that the horde uses far more
destructive technology than the alliance, so its weird to see these
guys in this book. Giving an actual backstory that would make the
techslayers some sort of organization would avert this, but alas.
Wilderness
Stalkers: Why can only
half-ogres, tauren and jungle trolls teach this art? If those three
groups have it, it means it emerged independently on three different
continents spread over two worlds. Considering that the class
basically amounts to “person sneaks around wilderness and becomes
one with it”, it's a serious stretch to say the night elves or the
furbolg don't have them. Again, this is why its useful to make
prestige classes members of a specific organization.
Chapter
Four: Magic and Faith
In this chapter, we take a look at beliefs, magic and
faith in the horde. I actually really like this chapter, as it
doesn't just boil the beliefs of the western horde down to a vague unified “Shamanism”, but has multiple paths within
shamanism, with each race being distinct, as well as having
distinctions within itself. It's actually really clever.
Orcs:
While the orcs have returned to their shamanistic ways from before
Gul'dan's rise to power, there is one tiny problem: No one actually
remembers the ways of the shaman. Because of this, there have emerged three distinct movements.
The first are Thrall's loyalists. Since orcs respect
power, and Thrall is the most powerful shaman on the
planet, they idolize him. These people are shamanistic not because
they believe it's right, but because Thrall believes it's right. This
group also greatly respects the Tauren, who have similarly powerful
shamans, and are inspired by their ways.
The second group are the Walkers of the Old Path. This
group seeks to reclaim the shamanistic traditions of ancient Draenor,
rather than simply borrowing new shamanistic traditions from the
tauren.
Last are the Faithful of the horde. For some reason, the
book describes two completely unrelated groups in this section, but
we're gonna talk about the first group first. This group has seen the
horde's triumph at the battle of mount hyjal, where they helped save
the world, as a sign that the horde must be on the right path. These
are the guys that strongly support the peace with the alliance.
On the flipside, there are a groups that disagree with
the new shamanistic horde. The other Faithful of the Horde see the
pact with the alliance as a betrayal of all that the horde should
stand for. This group considers the modern horde corrupted and weak,
and seek to restore the horde of the second war. Finally, there are
the Fallen Orcs, who have once more given in to the lure of demons and seek to restore the horde of the first war.
Tauren:
Most Tauren have embraced their new place in the horde, seeing
it as their duty to guide their new allies in the ways of shamanism.
However, for a few it is different. Traditionalists have heard of the
dark past of the horde, and want nothing to do with them, fearing
that they may one day drag the tauren into darkness. There is also a
few younger tauren who see the freedom and variety within the horde,
and have broken with the traditions of their tribes.
Jungle
Trolls: The trolls are
basically in the same situation as the orcs, with many inspired by
the example of Thrall, but a few who try to maintain their old
traditions, many of which have now been outlawed. There are also a
few jungle trolls who practice a weird mixture of traditional troll
shamanism and modern horde shamanism.
Forsaken:
The forsaken are split over how they are supposed to regard their
current state. For those that follow the forgotten shadow, undeath is
something to be embraced. Those who follow the echo of life are
becoming addicted to arcane magic as, just for a second, it makes
them feel more alive. Those who follow the value of knowledge seek to
actually return to life, with many joining the Royal Apothecary
Society to study alchemy in the hopes of finding a cure.
Faiths
The
cult of the Forgotten Shadow:
The counterpart to the church of the holy light, the members of the
cult embrace the values that oppose those of the church. It is a
really good read, and, while canon, is sadly underused in World of
Warcraft.
Shamanism
– Ancestor Worship:
As I said, it's really good to see shamanism split into several
beliefs. Ancestor worship is pretty much what you'd expect; speaking
to and channeling the power of your ancestors. There's a lot of
specific little things here that really enhance the section though.
Shamanism
– Animism:
Every plant, every animal, yes, every rock has a spirit. Respect
these spirits, for they may teach you great things. For the tauren,
these spirits form a greater whole, a being that encompasses the
entire world; the earthmother. The animism section is a bit short,
and there does seem to be a jungle troll or ogre section missing.
Shamanism
– Voodoo:
While normal animists assume that the spirits of the world are mostly
benevolent, this is not true to the practitioners of voodoo. Every
spirit is trying to harm you. The only thing that can protect you
from these spirits is knowing how to deal with them. The beliefs of
voodoo for the darkspear tribe have changed much over the recent
years, as they have been adapting to the ways of the horde. Again, a
good section.
Spells
Really good spell list, doing a nice job of staying
mostly horde-exclusive, and introducing a few spells that only work
on people who are related to you or people who are members of your
tribe/clan. Overall, good work.
Magic
Items
My main complaint for this section: Most of these items
aren't magical. Of, if they are magical, that magic doesn't come from
the crafter but from the materials used. So why do they all require
spells to craft? There's also a few items that should be completely
unique, but can be crafted like normal magical items.
On a more positive note, the “anti-human” magic seen
here makes a lot more sense, as it doesn't really only affect humans,
just things that are essential to human warfare, like formations and
heavy armour.
Chapter
Four: Technology
Here is where this book
makes a big mistake. To mirror the alliance's player's guide, the
horde gets a large technology chapter despite the fact that,
generally speaking, the horde isn't all that technological. Sure,
they have the occasional inventor, but generally speaking, horde
technology is provided by goblin mercenaries and the forsaken (and
even that didn't really reach fruition until WotLK).
However, because they need
to fill out this chapter, all of the races suddenly have
technological advancements of their own. For example, the tauren now
have collapse portable metal walls and automated drums. There are
still a few technologies in here that could actually fit in with the
horde, but its weird to see an atlatl and a freeze gun both requiring
the same “use technological devices” check. If you're gonna say
the atlatl needs a check like that, wouldn't simple weapons, like
bows, crossbows and morningstars, also require one?
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