Want more information on the Gilead System? Feel you need a little more inspiration? Well, the Wrath and Glory Forsaken System Player’s Guide provides this in a convenient package that can be picked up and browsed as a resource to add that extra detail or inspire storylines. That is how the wrath and Glory RPG system is designed after all and this offers good content to support both GMs and players alike.
So, what’s in it?
Planets - As you might expect, there is a good section on the planets in the Gilead System. This supplements the basic information found in the core rulebook for Wrath and Glory. One thing missing is additional information on the non-heartworld planet points of interest as found in the core rulebook, such as the Straits of Andraste, Vulkarius and Trollius. But then the key focus on this tome is as a supplement to facilitate additional character generation ideas and roleplaying in the heartworlds of Gilead Primus etc. Personally, I would’ve liked the additional content to help create the feel that the Gilead system is more involved and a greater canvas for adventure.
The sections on each planet give some details and flavour of each planet, breaking down into background history, industry, politics, organisations and some adventure hooks for inspiration and whilst not exactly comprehensive, it offers a good starting point and there is plenty of scope for an enterprising GM to embellish further and imagine additional lore. The worlds are yours to play with and the lore is yours to interpret and develop further.
Factions - There is additional content on factions in the Gilead System featuring a range of Imperial and Xenos ones with details on their respective training, politics, duties and strictures and whilst not comprehensive, it does give you a feel for the faction and bear in mind more content is available in other supplements. This information should then help flesh out those characters and create deeper scenarios. Personally, I love more content so I would have preferred even more content for each faction beyond the two pages each that you do get.
Unlike many other fantasy or futuristic settings where multiple races live in and in many cases interact with each other which is sometimes peaceful, in the grim dark future of Warhammer of 40K, if you are not human, then to the Imperium you are a threat that cannot be tolerated. Of course, it depends on the race in question, some like the Aeldari and Tau can and do cooperate and trade and in cases where agendas match even ally; some like the Drukhari generally cannot be trusted for their dark designs whilst others still will always be an enemy to be mercilessly hunted and killed. The position however in the Gilead system is a little more complex. The general principle still stands, xenos species cannot be trusted and they should be killed before they can speak their lies, but in truth xenos can and do interact and it is possible for multi-race ‘adventure parties’ to exist and beyond just the raiding party idea. To survive is to often compromise and cooperate and whilst there is the expected heavy emphasis on imperial characters and imperial scenarios, the Wrath and Glory system does a fair job in catering for alternatives and the Players Guide supports this well.
Patrons – this game wouldn’t be complete with having powerful patrons in play. A tried and tested method of introducing characters into scenarios and helping to progress the narrative, having patrons in play makes for a good driving force behind progression and development. In a system bereft of Imperium support, it’s important that characters have connections to help them survive. But characters should take note that whilst Imperial factions do cooperate, there are rivalries and room for shenanigans as factions compete to protect their interests.
The Players Guide adds a few frameworks, to give more content for character generation but also more ideas for scenario design and there are additional character and wargear options – the Players Guide also gives rules for creating Ogryns, Ratlings and Kroots, for those players that like to play something unorthodox with background information. Additionally, there are then a series of further more orthodox character options that for the Imperial players has a good focus on faith-based characters as well as Astartes and a mix of others. Then finally, there is a greater range of war gear to access.
Endeavours – These guidelines offer a more rockcrete system for approaching downtime. These guidelines give a good flavour and structure to what activities a player character may be pursuing in between scenarios. These are thematic and help construct a character narrative including fulfilling duties and ongoing responsibilities. The gains for a character can range from gaining wealth to developing skills so good for character development, but what I like most about the structure is the support mechanism for players to feel they are building a storyline for their character.
Summary
Overall I like the look of this tome. Aesthetically it matches with other Wrath and Glory rule supplements and is a nice piece of work. The artwork is good and as is typical, the cover is nicely embossed. Given the nature of these games to go out of print, its recommended to get your copy now.
I do prefer to have a physical copy of rules as it is so much easier and convenient to read and use as a reference, and this is no exception. Personally, I wish it had even more detail and drilled down into finer layers of world building. I’ve seen this done in older rule sets for other games and it makes more a more comprehensive package. But it isn’t a game changer for its absence. The price is not bad either so over all, it’s a useful addition for your Wrath and Glory collection.