This product is an addition to the Game Mechanics Artifacts of the Ages line which is based around the idea that a character can acquire an artifact and by bonding to it, slowly unlock its powers. This is represented by having the character take levels in the scion prestige class, of which there are four varieties (battle, faith, spell and swift), as the character gains higher levels in the class she unlocks greater and greater powers of the artifact. The full scion rules are not presented in this book which is why it requires one of the books listed above, but new scion rules are introduced allowing each of the scion classes to be customized by the class of the character taking it; this allows a barbarian battle scion to evolve differently from a paladin battle scion, not just because they use a different artifact weapon but because how they use them is different. This is an excellent addition to the scion class concept.
Weapons were chosen as the theme for this collection, which features weapons created by well-known writers from the gaming industry (such as Andy Collins, Sean K. Reynolds, and Owen K. C. Stephens), as heroes wielding fantastic weapons is a constant in fantasy adventure.
The cover art is a nice piece (apparently showing the arrival of the goblin artifact Godthump) and each of the 17 weapons is given its own crisp illustration by Jacob Elijah Walker except for a set of paired weapons which share theirs; other than the weapons, there is only one illustration in the book. The layout is clean and easy to read, as is expected from the Game Mechanics.
Each of the weapons is given a brief general description followed by its history and great deeds (along with the DC of the check required to find that information) and some have adventure hooks to introduce the weapon into a campaign. Since the weapons each have their own history and they are somewhat woven together into part of a whole mythology, the background stories will have to be tweaked to fit them into an ongoing campaign. But this is not a criticism; a full presentation of the item's background allows and encourages a DM to think about the myths and legends of their own campaign world using these as a basis.
There are weapons here for everyone: fighters, clerics, rogues and even sorcerers. There is a wide range of weapons from punch daggers and kama to great clubs and even a Dwarven urgrosh, along with the ubiquitous long swords; but there's only a single ranged weapon (a composite long bow).
Most of the weapons are heroic or could be in the right hands. One of my favorites is Godthump, a goblin great club made of the slag left from a meteorite that struck down a celestial during a great battle. Now it is in the possession of one of the goblin royal families and it is used by champions from that bloodline when the goblin race needs to be defended. There are so many adventure possibilities that spring from a goblin using a legendary weapon.
Stalwart is another of the weapons, a guisarme that was imbued with the ability to defend against great odds after its original owner, a civic militiaman, used it to hold off a barbarian horde at the main gate of his city. It is nice to see a magical pole arm in a supplement; pole arms and spears were some of the most common weapons throughout history yet they rarely show up in DSD games as anything other than as the choice of a poor fighter.
Artifacts of the Ages: Legendary Weapons is an excellent addition to the Artifacts of the Ages line of products, both for the expanded scion rules and the additional legendary weapons. If you are already using the scion/artifact rules, or are intending to start, this product is well worth getting.<br><br>
<b>LIKED</b>: Everyone likes weapons, right?<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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