Sea of Sorrows Survey - Review Thread
Posted: Sat Sep 25, 2021 11:38 am
It just occurred to me that instead of all the thread resurrections I've been doing I could have just started a new one myself and keep all my reviews together in one place. Oh, well. Better late than never...
Anyway, here's my review for "A Tour of Western Waters" from QTR #22 that surveys the Sea of Sorrows as a whole.
Unlike most of the other SoS articles I've reviewed, I really feel like this entry needs more added to it. The most notable thing that is lacking is monsters. Grab those sea wolves (from QTR #20) and “scalies” (from QTR #21) and throw them into the mix to make this place really come alive! Add in a few giant octopuses and krakens and you finally have something markedly different from the Nocturnal Sea.
Landscape – Calling out the fact that distances are relative when discussing this body of water is a nice detail. I, myself, prefer a bigger sea but it's good that it was left open-ended.
Flora – Stuff like Gillweed and Red Tears are exactly what this place needs to make it feel more real. I would throw in a line about how Gillweed is only found around the more “inhospitable” islands such as Demise and Markovia to provide more reason to visit them. Blaustein, naturally, needs to be the de facto distribution center for Red Tears.
Fauna – The Ghost Crab is a neat idea. I also love the call back to the squid lurking around the reefs of Markovia.
History – Tying the revelation of the sea and the first appearance of the Relentless is a nice touch. A “first hand” account here would help.
Populace – I like the breakdown of each group of sailors and how they interact. I would even ask for a further breakdown between people within each group. After all, in the real world there is a ton of difference between lobster fishermen, whalers, and tuna fishermen. Ditto for the pirates. Are there crews that only steal exotic goods, or specialize in white slavery, or who go up and down the coast raiding settlements? Stuff like that instead of treating them all as one big, monolithic group.
Piracy – Is the taboo on shedding blood an original idea or from canon? It's a nifty detail and used to good effect here. The “punishment” of serving on the Relentless, however, needs to be clarified. Is it only that crewmembers are doomed to never leave the ship or is there some more painful element to their servitude?
Bordering Nations – This would be a perfect place for Mistways to be gathered and examined in detail. Also, expand the “bordering” nations to clusters (like the Steaming Lands and Zheresia) and islands of terror (like Rokushima Taiyoo). I would love to hear about culture clashes such as Eastern versus Western norms and Paridoner's opinion of the “backward” cultures of the Core.
The Realm – I think this is where the Law of the Sea should be outlined, not under the populace heading. You could also place the Mistways here, and highlight them as key to developing trade with far off ports.
Slaver's Rock – This is a very good addition and ties in very nicely with everything else introduced in this article.
The Circles – Weird, but every sea needs its own version of the Bermuda Triangle.
The Stormline – I like the callback to Lamordia's weird weather patterns and how it even extends out to from the coast to the sea itself.
Sites of Interest (et cetera) – Everything else under this heading is good, even if the names aren't that spectacular.
Navigation – I like this sympathetic type of navigation; it's a nice mix of fantasy and folklore. This is also where the Captains of the Mists (prestige class?) should be explored. I think it should be explained that one of the reasons so many half-vistani hold these positions is because they are seeking the companionship that their full-blooded brethren have denied them. Plus, it fulfills their natural wanderlust. It's a subtle difference in motivation, but it better explains their dominance in this arena.
Ships of the Sea of Sorrows – Yes! I want lots more of this. Just a few lines about a ship, its captain and crew, their main trade, and any noticeable features.
Sailor's Cant – I like this. Is it too much to ask for some #$%#@*& curses?
Pieter Van Riese (history) – I love that you made him origianlly from Gothic Earth. Is that canon? There's not too much to criticize here; his background is very comprehensive and compelling.
Pieter Van Riese (current sketch) – I never liked the curse of never being able to chart the seas or find his way back home. It just seems like a silly contrivance that leads to even sillier things – such as not being able to accurately measure a relatively small patch of water. Do the DPs give everybody brain damage? It just gets in the way of worldbuilding and my suspension of disbelief. Heck, the ancients were able to map and navigate the much larger Mediterrean Sea with much less advanced technology! But, this is more of a personal quibble...
The Relentless – Nice job tying it into both the Flying Dutchman legend and MotRD!
Terms of Service – I like this added dimension to the Darklord and his ship. It could be used as an interesting background for both PC and NPC alike. But, what really happens to the living who board his ship once it leaves port? Do they become ghosts? Where do they go when the ship enters the Ethereal Plane? Why are they needed at all? Do they still have the ability to go on land and perform services the other crewmembers can't? This idea needs to be elaborated on.
Off the Charts – This is a very powerful ability. I am one of those sticklers that don't like time travel in Ravenloft. It was okay for Madame Eva and her Zarovan tribe, but now it seems to be used everywhere. I have to admit, however, that I love the idea of the Renlentess showing up in Lake Zarovich or the Great Salt Marsh. This is another spot where firsthand accounts could be useful.
Anyway, here's my review for "A Tour of Western Waters" from QTR #22 that surveys the Sea of Sorrows as a whole.
Unlike most of the other SoS articles I've reviewed, I really feel like this entry needs more added to it. The most notable thing that is lacking is monsters. Grab those sea wolves (from QTR #20) and “scalies” (from QTR #21) and throw them into the mix to make this place really come alive! Add in a few giant octopuses and krakens and you finally have something markedly different from the Nocturnal Sea.
Landscape – Calling out the fact that distances are relative when discussing this body of water is a nice detail. I, myself, prefer a bigger sea but it's good that it was left open-ended.
Flora – Stuff like Gillweed and Red Tears are exactly what this place needs to make it feel more real. I would throw in a line about how Gillweed is only found around the more “inhospitable” islands such as Demise and Markovia to provide more reason to visit them. Blaustein, naturally, needs to be the de facto distribution center for Red Tears.
Fauna – The Ghost Crab is a neat idea. I also love the call back to the squid lurking around the reefs of Markovia.
History – Tying the revelation of the sea and the first appearance of the Relentless is a nice touch. A “first hand” account here would help.
Populace – I like the breakdown of each group of sailors and how they interact. I would even ask for a further breakdown between people within each group. After all, in the real world there is a ton of difference between lobster fishermen, whalers, and tuna fishermen. Ditto for the pirates. Are there crews that only steal exotic goods, or specialize in white slavery, or who go up and down the coast raiding settlements? Stuff like that instead of treating them all as one big, monolithic group.
Piracy – Is the taboo on shedding blood an original idea or from canon? It's a nifty detail and used to good effect here. The “punishment” of serving on the Relentless, however, needs to be clarified. Is it only that crewmembers are doomed to never leave the ship or is there some more painful element to their servitude?
Bordering Nations – This would be a perfect place for Mistways to be gathered and examined in detail. Also, expand the “bordering” nations to clusters (like the Steaming Lands and Zheresia) and islands of terror (like Rokushima Taiyoo). I would love to hear about culture clashes such as Eastern versus Western norms and Paridoner's opinion of the “backward” cultures of the Core.
The Realm – I think this is where the Law of the Sea should be outlined, not under the populace heading. You could also place the Mistways here, and highlight them as key to developing trade with far off ports.
Slaver's Rock – This is a very good addition and ties in very nicely with everything else introduced in this article.
The Circles – Weird, but every sea needs its own version of the Bermuda Triangle.
The Stormline – I like the callback to Lamordia's weird weather patterns and how it even extends out to from the coast to the sea itself.
Sites of Interest (et cetera) – Everything else under this heading is good, even if the names aren't that spectacular.
Navigation – I like this sympathetic type of navigation; it's a nice mix of fantasy and folklore. This is also where the Captains of the Mists (prestige class?) should be explored. I think it should be explained that one of the reasons so many half-vistani hold these positions is because they are seeking the companionship that their full-blooded brethren have denied them. Plus, it fulfills their natural wanderlust. It's a subtle difference in motivation, but it better explains their dominance in this arena.
Ships of the Sea of Sorrows – Yes! I want lots more of this. Just a few lines about a ship, its captain and crew, their main trade, and any noticeable features.
Sailor's Cant – I like this. Is it too much to ask for some #$%#@*& curses?
Pieter Van Riese (history) – I love that you made him origianlly from Gothic Earth. Is that canon? There's not too much to criticize here; his background is very comprehensive and compelling.
Pieter Van Riese (current sketch) – I never liked the curse of never being able to chart the seas or find his way back home. It just seems like a silly contrivance that leads to even sillier things – such as not being able to accurately measure a relatively small patch of water. Do the DPs give everybody brain damage? It just gets in the way of worldbuilding and my suspension of disbelief. Heck, the ancients were able to map and navigate the much larger Mediterrean Sea with much less advanced technology! But, this is more of a personal quibble...
The Relentless – Nice job tying it into both the Flying Dutchman legend and MotRD!
Terms of Service – I like this added dimension to the Darklord and his ship. It could be used as an interesting background for both PC and NPC alike. But, what really happens to the living who board his ship once it leaves port? Do they become ghosts? Where do they go when the ship enters the Ethereal Plane? Why are they needed at all? Do they still have the ability to go on land and perform services the other crewmembers can't? This idea needs to be elaborated on.
Off the Charts – This is a very powerful ability. I am one of those sticklers that don't like time travel in Ravenloft. It was okay for Madame Eva and her Zarovan tribe, but now it seems to be used everywhere. I have to admit, however, that I love the idea of the Renlentess showing up in Lake Zarovich or the Great Salt Marsh. This is another spot where firsthand accounts could be useful.