
This
review assesses the value of a Warhammer Fantasy Battle product
not as a war game accessory but as a resource for those looking
for detail on the Warhammer world and its background. With that
in mind, let's look closer
Introduction
The introduction starts off predictably with an overview of
the world, which does an acceptable job briefly examining the
nature of the dead and philosophic thought around it, necromancy,
and various undead of the world.
The Undead Gazetteer
This section examines "The Land of the Dead" (an entirely
new addition to the world), Nagashizzar (new as well), the Plain
of Bones (newly introduced), Drakenhof castle, and Moussillon
(changed from the WFRP version and derivative of Poe's "The
Masque of Red Death". All in all it's a mixed bag - more
of a brief overview of some areas that are later developed more
fully.
In the middle of the Undead Gazetteer is a map that may fire
your imagination, amuse you with its fighting fantasy game book
locations (The Cursed Jungle, the Charnel Valley, the Swamp
of Terror), or appall you with the radical changes rendered
to the WFRP world. I resigned myself to it and I tried to make
the best of it.
History of the Undead
It is here that the book really develops its ideas in a fashion
more grandiose than one would expect when the book explores
the history of the undead in relation to The Great Necromancer.
In one fell swoop it defines some pre-human history, accounts
for the origins of necromancy, creates a villain of epic power,
defines an entire part of the Old World, explains the origin
of Vampire and Ghouls, and effectively doubles as a history
of necromancy.
There are two responses to this: one is either delighted at
further development or horrified at the changes that are made.
I believe that the author takes a number of risks and creates
an internally consistent background that meshes well enough
with the existing material to make this stuff a suitable, possibly
even worthy addition to the WFRP world. While the material may
seem epic and grandiose in scale, it is of course situated in
the historical past and thus distant and removed - and certainly
no less grandiose than space ships, experimenting slann, and
elves creating and bargaining with gods.
Vampire Counts of Sylvania
It is when the book moves closer to the Old World and the Empire
that it loses its momentum. The material on the Vampire Counts
is tired, they are nearly your prototypical Eastern European
Vampires shoe-horned into the WFB milieu. There is little effort
to integrate it into the material beforehand. Sylvania is spookily
evoked and it is useful for those wanting to get a feel for
Sylvania, but the historical details quickly become a blur,
one count is defeated only to be followed by another who in
turn besieges the capital of Altdorf. The story telling is amusing
and lively, but as I stated, not quite enough to raise it above
the well-trod roots of its source material.
Undead Timeline
A timeline that puts all the material previously mentioned in
the book into perspective historically, including a slew of
details not mentioned previously. It is in some ways more complete
and useful than much of the material that came before it. The
purist will note a handful of historical mistakes in the timeline,
but overall it proves just as interesting as reading some of
the earlier material.
Undead Banners
Skulls, skulls, and more skulls. Boring
The Land of the Dead
A little map with a few details on it, not useful in the least.
How to Paint a Skeleton Regiment
The 15th paint guide regarding this particular material. A waste!
Revenge of the Doomlord
A battle between a Necromancer and the Empire with some historical
inaccuracies, not particularly illuminating.
Undead Battle Tactics
No content related to background.
Undead Bestiary
This primarily features undead creatures we have all seen before,
the exception are skeleton steeds and the Zombie Dragon. Included
in the bestiary are siege weapons.
Undead Magic
Other than a brief exposition on how necromancers use necromantic
energies, the material is mostly related to dealing with WFB
mechanics. The brief treatment, while tantalizing, offers little
more.
The Army List
List after list of troops. Not useful except for a few details
on "Mummy Tomb Kings".
Special Characters
This chapter is an improvement over the last half of the book,
in which a number of powerful necromancers are detailed, Nagash
the Great Necromancer and potentially the least beneficial to
include directly into a campaign, Vlad von Carstein (now deceased
for the second time), Isabella (dead and dead again), Mannfred
von Carstein (still wandering about), Heinrich Kemmler the much
kicked about "lichemaster", Arkhan the Black a liche
who had served Nagash, Krell the Lord of the Undead an entirely
uninteresting character, Settra the Tomb King of Khemri whose
entry further develops some of the background, and another tired
and overused Dieter Helsnicht, the self styled "Doom Lord"
of Middenheim.
All in all the characters are mostly uninteresting
The Rest
Pictures of minis, products, and magic cards describing items.
The Fiction
There's some fiction by Bill King in it. Some might enjoy it,
but overall I think little of fiction for game products, so
I'll allow you to make your own judgment while reserving my
own.
The Art
Interesting and evocative, some of the better art I have seen
in GW products. Some is overwrought, but I enjoyed most of the
illustrations, particularly the water colors that are in the
book.
Conclusion
This conclusion is a highly subjective one. Overall, I don't
care much for many of the changes that GW has made in the world
or the development of the areas, but I do accept that this is
what we have to deal with.
That said, I enjoy the supplement and rank it very highly. GW
took a risk, changes a big portion of the world and executed
it in a fashion that actually develops the world in a consistent
fashion and explains the origin of a number of elements of the
world. Other parts of the world, while historically less interesting
are at least depicted in a lively and interesting manner which
can be imported into the game as legends and superstitions that
liven up the world.
This is a superior product despite the amount of material dedicated
to the war game. This book goes far beyond the duty required
of it and elaborates upon the world in generous detail told
in an entertaining manner. Excellent!
--Rev. Lepper