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inions of the Shadow is a creature and NPC sourcebook from Fantasy Flight Games for use in their Midnight campaign setting. I have long sung the praises of Midnight, a setting that is at once steeped in traditional fantasy flavor and brimming with clever new concepts. A creature book is a critically important component to a new campaign setting, because relying on the SRD menagerie cuts against the establishment of its unique feel. The core Midnight book has a handful of critters, but there was no denying the need for a full creature book for this setting. Though possessed of a few shortcomings, Minions succeeds at its principal function with rousing success.

Minions is a 64-page, perfect-bound, soft-cover book with a full-color cover and ample, black-and-white interior art. It retails for $14.95.

A quick word about the cover by the incomparable J.P. Targete. It’s sublime. A moody depiction of some foul, otherworldly creature being confronted by a small band of noble heroes. J.P. captures action like few other artists; the detail of the bare-chested, axe-wielding barbarian is a perfect example, flying through the air in a suicidal assault. My only complaint was that I couldn’t find the creature depicted within the pages of the book itself. Perhaps I’m just being scatter-brained, but I searched high and low. In my mind, that’s a big no-no, like showing the kid the cake and not giving him a slice. (Whether it was truly omitted or just not clearly identified is, in the end, irrelevant.)

The book is broken down, in atypical fashion, into various chapters based upon the types of creatures: Demons of the Aruun, Creatures of Eredane, Spirits and Allies, Animals of Eredane, and Agents of Shadow. The book also includes two appendices, curiously having nothing to do with the material contained in the book. They are an updated spell list (complying with v3.5) and a brief errata sheet for both Midnight publications to date. The books biggest shortcoming is its organization. Organizing the chapters by the role the creature plays in the setting is an interesting way to go, but in the end more confusing than helpful. Some hybrid method would have suited it better, perhaps a two-part book, similar to Malhavoc Press’s Legacy of the Dragons, in which the generic creatures are contained in the first part and the unique NPC’s are contained in the second part. This deficiency would not be so vexing were it not for the failure to include any summary lists by challenge rating or alphabetization. The poor organization would inhibit the ability of a DM to employ or reference creatures “on the fly.”

Fortunately, the content of the material is outstanding, and after all content is what it’s all about, isn’t it? Almost to a man (thing?), the creatures and NPC’s have a real, tangible role in the Midnight world. They are laid out in standard MM format, including an italicized description. Where the initial section of an MM entry is normally reserved for general information, Minions uses that space to go further. It contains relevant geographical, societal, and environmental information to give the DM a clear understanding of the creature’s role in the world and, not coincidentally, inspire adventure ideas. Some of these go on for paragraphs (and I mean that in a good way). By way of example, consider a portion of the introductory section for the blight ogre:


 
Other blight ogre creations are surely in the works, far to the north where the few forces of good cannot disrupt them. Some in the resistance movement are considering traveling deep into enemy territory to assassinate the shamans that perform the creation rituals. Such a mission, while suicide, would greatly aid the cause of both dwarves and elves in their besieged homelands.
 

You immediately understand the creature and its importance to the setting. I could conceive of an entire campaign being founded on this single paragraph. Good stuff all around.

Some of the creatures also take advantage of Midnight’s unique game mechanics: the husbanded creature’s “favor of the mistress” ability, the earthback’s “scent channeler” ability, and the highland imp’s “charm gift” ability, to name a few. I would have like to have seen more of this. However, even the creatures not possessing such distinctive qualities are still fresh and interesting in their own right. There were only a few creatures that failed to do either—yawners, if you will.

Minions contains some 40 creatures and creature templates, seven unique NPC’s, and 10 “generic” NPC’s. These last entries are a handy device for the DM. Did the party do something unexpected and pick a fight with a soldier legate? No problem. The unique NPC’s were extremely well done, with rich, fully fleshed out backgrounds and descriptions. Any one of them would serve ably as an arch-nemesis to the adventuring party.

The interior artwork is uniformly superb. Five different artists contributed, ranging in styles from Tieran Nordstrand’s moody, abstract greyscale work to David Griffith’s detailed, more narrative penciling. Unfortunately, the art is contained in a variegated frame, often cutting off the artists signature mark. As no other credits are given, it is difficult to match up which artist did which piece. Of course, I’m sure that’s more of a peeve to the artists themselves than the reader.

Finally, the layout, editing, and mechanics are top-notch, without any apparent typos, errors, or mechanical flaws. I expect nothing less of Fantasy Flight.

In conclusion, Minions of the Shadow is a worthy addition to the Midnight canon and well worth the cover price. It is an indispensable resource for Midnight DMs.

On a scale of 1 to 666, it rates a fervent 538.


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