This review is
based on the PDF of Kobold Press’ Book of Ebon Tides. Although tailored
specifically for their Midgard setting, it offers an interesting plethora of
characters for the Shadow Realm, which is a demiplane that is made of equal
parts of Brothers Grimm’s fairy tales, eastern European legends, D&D
famous’ Demiplane of Shadow, and the Feywild (but as if seen through a
delightful darker glass). The Shadow Realm was discovered by the goddess of
moon and magic Hecate who, after fashioning it more to her liking, populated it
with goblins, shadow fey (the Scáthesidhe) and their servants, besides bearfolk,
human night worshippers, and other races.
After that
brief history, the book details the eerie and mutable nature of the Shadow
Realm. This is perhaps the most interesting aspect of the plane. Unlike the
Material Plane, the only things that are eternal in the Shadow Realm are, well,
shadows. Everything else is affected by the so-called ebon tides, which produce
slow and dream-like but constant changes: rocks, trees, and other physical
landmarks, even entire forests and mountains, inexorably change their location
and even aspect. The natives discovered ways to bind or hold certain places
together through unique magic and materials, such as wood taken from the holy
wood of Hecate. These isles of stability are connected through the equally
magical Shadow Roads. The book provides a table with suggested manifestations
of the ebon tides to increase the setting’s weirdness. The Book of Ebon Tides also
provides further details on holydays, weather, gods, fey etiquette, and
customs.
We next get to “Umbral
People and Heroes”. Here we get new races: bearfolk (the shadow bearfolk
subrace), darakhul (the Midgardian High Ghoul, with new templates for bearfolk
and shadow goblin), the famous shadow fey, the luminous lunar elves, the rare
sable elves, the cunning and provocative shadow goblins, and umbral humans
(with the subraces changeling and gifted). We also get stats to play with the
fey-like quicksteps, the squirrelfolk ratatosks (with the subraces ekorre and
tradvakt), erinas (spiritfarer), shades (Stygian), ravenfolk (sublime), satarre
(unbound), and gnomes (wyrd). In terms of Midgardian lore, the sable elves are
probably the most interesting one, presenting a decadent and weakened branch of
the ancient elves that once shaped worlds like Midgard itself. Mechanically
speaking the most interesting entry is the Gifted Umbral Humans, which
represent mortals who made some pact with the fey in exchange of power or a perk.
The ratatosks are a bizarre mixture of themes (squirrels, celestials, Yggdrasil…
you name it) that are not only remarkably original but offer some very fun
options as a race (specially the tiny ekorre). Finally, it is worth mentioning
that all the races receive the most recent D&D 5E mechanical treatment,
with flexible options for ability scores for example.
The Book of
Ebon Tides also offers plenty of new options in terms of subclasses. We have
the Circle of Shadows (druid), the College of Shadows (bard), the
community-based Keeper Domain and the mandatory Shadow Domain (both for cleric),
the original (and unexpected) Light Weaver Origin (sorcerer), the
poison-obsessed Mother of Sorrows (warlock), the Shadow Arcane Tradition
(wizard), the smoke/mist-based Shadow Gnawer (barbarian), the Umbral Binder (rogue),
and, finally, the charismatic Way of the Prophet (monk). Seeing in darkness or
similar forms of darkvision are, obviously, ubiquitous here. And yes, I did
miss a new Fighter archetype.
The next part
of the book is about magic. First we get rules on how illusion spells (with the
shadow and illumination keyword) are empowered in the Shadow Realm. There is
even some advice on how to describe the malleable nature of that plane through
some spells. I wished that the book devoted more attention to that last bit, as
I feel it is what makes the Shadow Realm so unique and different from other
planes, Shadowfell, or Feywild. After that we get into the meat of the chapter:
new spells! I am more mindful of flavorful then merely tactical spells and the
Book of Ebon Tides did not fail me. There are plenty of awesome magic here,
such as the 1st level Blade of Blood and Bone (you can create and store
a magical dagger made of your bones and blood) and the grotesque 7th
level Charnel Banquet (a disgusting but invigorating repast). There are a lot
more of those: Child of Light and Darkness, Conjure the Ferryman, Conjure
Giant, Deep Roots of the Moon, Doom of Poor Fortune… originally, I ended
listing basically 90% of the new spells here. Usually, I can’t bother even
reading magic chapters in most book as they are so bland, but the Book of Ebon
Tides is simply otherworldly (no pun intended) when it comes to magic. I would
buy the PDF for this chapter alone.
‘The Nature of
Shadow’ feels like a continuation of the book’s introduction, further detailing
the weirdness of the fey plane. How to get in (and out) of the Shadow Realm,
its beasts, features, hazards, traveling, and my favorite one: Shadow
Corruption. The Book of Ebon Tides builds its planar corruption mechanic upon
the chassis of one of D&D 5E’s most neglected (but potential) rules:
Exhaustion. So, here we get a 6 levels chart of progressive Shadow Corruption
that gives not only disadvantages but also a few perks, such as (surprise!) darkvision.
It is a simple but flavorful way to build a new mechanic and I quite like it.
The chapter also details a few specific locations.
The next bit of
the Book of Ebon Tides is all about intrigue: we get more details on the fey
courts and their servitors. These courts are like locations and are more
detailed than the previous chapter. Some are little more than a giant manor,
while others are basically cities. Among those there is, of course, the one ruled
by my favorite Midgard NPC/villain: the Court of the Moonlit King. This is one
of the biggest chapters of the book and there is a lot to process here, all
pure campaign setting. There are even details on fallen courts. In ‘Realms Beyond
the Courts’, we get further places to explore, such as Fandeval, the City of
Goblins, and Merrymead, the City of Revels. Again, there is a lot to use here.
Next, we reach
the deities of the Shadow Realm, each one with a full description, including some
good DM advice, such as Midgard’s wonderful approach to gods and goddess trough
masks, which lend a lot of mystique back to religion (something that I sorely
miss from most D&D books). ‘Monsters and NPCs’ comes next with 25 new entries,
including stats for a lot of ready-made NPCs such as bearfolk, elves, goblins,
among others.
The Book of
Ebon Tides, like any other D&D sourcebook, has its own chapter of magic
items. Like spells, these are usually things that I usually pass by, but the magic
paraphernalia lovers are for a treat with some 80 new items among weapons,
armors, artifacts, and wondrous items. I often feel that good magic items are
more about telegraphing to the reader the unique flavor of the setting than just
“kool powerzs” (although I also like nice powers), and the Book of Ebon Tides sets
a good example. We have the Book itself as an in-world wondrous item. Remember
that bit about the Shadow Realm being flux and malleable? Well, the Book of
Ebon Tides is how you funk with that. Other examples of flavorful or just outright
awesome magic items are the various memory philters, the illusion seeds, Hecate’s
Lantern, and my all-time havoc-unleashing favorite: the collapsing mountain
(yeah, your read that right).
The Book of
Ebon Tides closes with three Appendixes. The first one has tables describing
lesser magic items. These are pure gold and I love when authors take some time
to create these trinkets, as they always are a lot more flavorful to a setting
than endless lists of new magic swords or staves. There is also tables on fey
pranks and tricks, court fashion, pets and mounts, food, cantrips, omens,
secrets, lore and weird servants. The result is that these tables (and the
awesome art) manage to pack more flavor than a lot of chapters put together. More
importantly, they are useful to any fey-themed campaign.
The second Appendix
has encounter tables, while the third Appendix has a list of monsters separated
by terrain (very good) and CR (not very useful in 5E). We also get some battlemaps
for generic locations, such as a fey court, roads, and dark woods.
Before I
forget, the Book of Ebon Tides (to my surprise, given the flux nature of the
place), also has a beautiful two pages color map of the Shadow Realm (of the
type that you would love to have printed and hanged on your wall).
The Book of
Ebon Tides is a refreshing surprise in terms of 5E sourcebooks as it manages to
be not only an original reading (in crunch and flavor) but it is useful both
for players and gamemasters. The Shadow Realm’s planar nature makes it easy to
attach it any world or campaign. For old Midgard fans, it is a must, providing perhaps
a first full picture of the world, especially for those like me that love to
play around Zobeck and the original locations of the campaign setting (where
the shadow fey have a strong presence).