Historica Arcanum - The City of Crescent

A More Authentic Solution

Dungeons and Dragons has been around for nearly 50 years as of the writing of this review. In that time the vast majority of content that has been produced for it has been predominantly from a medieval western fantasy base.  There are many different reasons for that which have been covered elsewhere, but much of it is due to what was popular and influential at the time of its conception. In every edition of the game there have been outliers where a different viewpoint was presented - a different culture or time period. But, in the end, most of those were written by a (most likely white, male) American or British author. With accurate information lacking at times, most of these products leaned on stereotypes or popular culture. Hard work and effort was put into those products but the time has come for a more authentic solution. Thankfully, small press has become more available and with the advent of digital distribution and crowdfunding we can now achieve that goal.

 

Historica Arcanum - The City of Crescent by Metis Creative achieves the goal of presenting a fantastical non-western setting for Dungeons & Dragons that is authentic to the culture in which it is set. It also includes a four-act adventure and a toolbox for worldbuilding in an alternate history. It does all of this in a beautifully crafted 411-page book with evocative illustrations,  fresh ideas, and rich lore.

 

The World of Historica Arcanum

 

Historica Arcanum is described in the book as a "campaign setting that combines the magic of 5th Edition with the real world history." The Metis Creative website further adds onto this with the description of it as "an Alternate History Setting for 5th Edition." Also on the site, they specifically state that they "want to give readers an authentic experience with this alternate history and work alongside historians and sensitivity readers to make sure that the information presented is "an authentic alternative to stereotyped depictions of the Near East." It must also be pointed out that the members of the team behind this project were raised in this culture and their passion for wanting to share it with the world clearly shows.

 

With the first page of the setting material the reader is presented with an explanation of how magic works in this world. Because the City of Crescent is built on a 19th century depiction of Istanbul, the workings of magic, monsters, and non-human ancestries within that world must be stated. This is done through the lens of Near Eastern beliefs and mythology.

 

Arcane magic is a breaking of the natural order and consequences will happen as a result of it. Divine magic comes in many forms and faiths, there is no true path here. The single truth about divinity in Historica Arcanum is that by the time of 19th century Istanbul, the practice of divine magic had waned due to the Industrial Age. Immediately, the reader is exposed to the fact that while magic exists it is rare and it can be dangerous. As a result, it is hidden and may even be illegal.

 

The existence of the various monster types are explained as well, many of which have their origins in mortal creatures being exposed (either intentionally or accidentally) to untempered magic, occult worship, or twisted experimentation. Even dragons are believed to be ancient kings who transformed themselves into majestic beings of great power. One additional monster type is added to the catalog - the djinnkind. While djinn are in the D&D core rules, they are expanded on here because The City of Crescent includes cultures with Islamic beliefs, where the folklore of djinn originate from. These djinn are very different from what is presented in the Monster Manual. They are more akin to malevolent, spirit-like beings that sow chaos in the world.

 

The place that Non-Human ancestries (elf, dwarf, etc.) take up in the world is explained within the previous framework as well. Their origins are in the use (or misuse) of magic and as a result are very rare and exist in remote areas. If they need to interact with human civilization, especially in a large city like Istanbul, it may require that they hide their appearance. If so, possible methods for doing so are listed within the description of that ancestry.

 

As this is an alternate history setting, there is a summary of the history of Istanbul and how it came to be how it is depicted in this setting - at the end of a crumbling empire. Alongside that history there is extensive description of the culture of the city. Everything from specific titles and names that can be used for characters, to the traditional garb, to the behaviors and customs of the poor, middle-class, and wealthy within the city. Of note, there is an explanation of local business types including hamam  (bath houses). Cleanliness is highly regarded in the Crescent City and you can have disadvantage on your Charisma checks (except for Intimidation!) if you haven't bathed in five days! Hamam are also excellent places to socialize, though the true sources of gossip and information are the barbers. Having an inroad with the local barber could mean the difference in a city of intrigue.

 

There are also tables of various jargon and lore. For example, there are tables of Entertainments for the local wealth levels. A poor local might go to the local Kahvehane (coffee house) to partake in Turkish coffee or play a game of backgammon while having their fortune read. The wealthy might attend a High Society Ball or an Auction. Simple rules and skill checks are listed for all of these so they may be a downtime activity or be built on as part of an adventure.

 

In summary, if you are looking for deep lore and a rich setting this book is overflowing with it.

 

Characters in Historica Arcanum

 

As already mentioned, the standard D&D 5th Edition ancestries do fit into this world though they may be seen as strange or downright evil depending on the viewer. Precautions are necessary to prevent drawing undue attention. The standard 5th Edition classes fit here as well and the introduction to the Character Creation chapter provides background options about how those classes might fit into this non-medieval setting.

 

The setting-themed subclasses provide unique options for players. For example, the Shadowactor subclass for bards is able to shape and materialize shadows, eventually collecting the shadows of fallen foes so they may be used as shadow puppets to fight for them. The paladins have an interesting subclass - The Oath of Silence. Imagine a paladin who is able to make themselves silent to the point that heavy armor no longer bestows disadvantage! There is also the legendary Whirling Dervish, presented here as a subclass for monks allowing them extra mobility and defense as they spin and tumble throughout the battlefield. Every subclass is enticing and I found myself wanting to build a character with each one just to see how it all fits together.

 

There are 25 new spells, many of which focus on an aspects of djinn lore like summoning them, protection against them, or calling on the power of the djinn to smite your enemy. Additionally, there are 28 new magic items ranging from Common coffee cups that are useful for divining a single-use of Guidance to legendary artifacts like The Blade of Solomon which allows the wielder to see any Djinn (either while possessing someone or not) and makes them immune to possession.

 

Along with setting-themed Feats and Equipment, there is plenty here to truly flesh out a character unique to this setting, especially if used with the Profession System.

 

The Profession System

The largest addition to characters in Historica Arcanum is the Profession System. This is a new mechanism for giving the players an advancement-based background. You can choose any traditional D&D Background at level 1 and then start a Profession at level 3 or you can choose an Aspiring background (ex. Aspiring Bounty Hunter) for the profession you wish to take at level 1. There are six Professions presented here with the implication that more Professions will be published in future products. They are the Bounty Hunter, the Burglar, the Alchemist, the Archeologist, the Antiquarian, and the Spy.

 

Each Profession has a specific way that it gains Profession Experience (or PEX) that can then be used to purchase perks and ranks within the profession. Some seem easier than others. The Bounty Hunter and the Burglar gain PEX based on the challenge rating of the bounty they collect or the amount of gold they steal, respectively. While the Archaeologist and Spy gain PEX based on the discoveries they make. That being said, taking something that requires more effort will definitely set the tone for the campaign - an archaeologist must go find artifacts and relics. The perks range from getting access to the tools necessary for the trade to skill advantages and in-world benefits. Each Profession also has a specialization that they can choose at the Journeyman rank.

 

Ultimately, the goal of every profession is to reach their Magnum Opus. This is a complex thesis that requires many components and tasks. It is without a doubt something that the character should be thinking about and working towards throughout their career. It is a four-part storyline that they will need to work together with the DM to build out. Examples of the Magnum Opus are the perfect heist for Burglars, the secret of immortality for Alchemists, or the once-in-a-lifetime dig for Archaeologists.

 

Overall, the Profession System is complex yet rewarding. I would recommend any DM that wants to use the system to read through it thoroughly and understand the impacts it may have on your campaign. There will be story considerations to make as well as mechanical considerations.  Since the perks grant the equivalent of magic item abilities and magic is much rarer in this setting, the Profession System could be used as an alternative to the steady stream of magic items normally found in a D&D game.

 

 

The City of Crescent

So far, we have discussed the world of Historica Arcanum - the rules that govern it and the people that inhabit it. But as stated in the beginning, this book also contains a full adventure that takes place in The City of Crescent. This adventure truly is a mini-campaign itself. The adventure is written in four acts, each with their own dramatic conclusion. Each act is written for a specific level and should take several sessions to complete. Each act has narrative scenes where specific encounters and story beats take place and free play sections where the characters can complete side quests for the various political powers in Istanbul. The story has many branches and takes you across the city allowing the players to really explore and get to know The City of Crescent. Along with this adventure are descriptions of many locations found throughout the city organized by District including the Grand Bazaar and the Undercity, two places that the players will be spending quite a bit of time in. The Grand Bazaar is the massive indoor shopping district in Istanbul that has been standing for centuries. One can find almost anything they are looking for  in the Grand Bazaar if it's for the right price. The Undercity is the extensive cave system that runs under much of Istanbul and  is where the non-human races can walk freely without disguise. It is also infamous for being the location of many disreputable businesses. If you can't find something in the Grand Bazaar try the Thieves' Bazaar instead.

 

Most of the location entries come with a few paragraphs detailing who and what are most likely to be in that location.  Many businesses list a few items they have for sale, especially if they are unique to the setting. The NPCs who are described all have unique traits that will entice your players to interact with them. Some, like Selami the carpet seller who throws "flying carpets" down at your feet when you enter, are only a line or two of descriptive text. Others like Osman Hamdi Bey the royal polymath who sets the players on their path to adventure, have multiple pages devoted to them. These include their history, notes on roleplaying them, and their character progression throughout the story. Again, this attention to detail is what sets Historica Arcanum and the team at Metis Creative apart.

 

The Little Details

Much like the city of Istanbul itself, this book is full of little nooks and alleyways to get lost in. There are things added to this book that didn't have to be here but because they are it is richer for it. There is a cookbook! This is not an in-game cooking system but an honest real-world cookbook! The entries are written cleverly as monster stat blocks that include their Challenge Rating and the Legendary Actions required to cook them. Most of them look fairly easy to make and would be wonderful to have at your table while you play.

 

There is a soundtrack! You can find it on Spotify and listen to it now! I've been listening to it the entire time that I wrote this review and it is great. It's evocative, it can easily be played in the background of any scene but the book devotes a page to pointing out when the right times to play certain tracks are. Certain major NPCs have tracks tied to them as well as certain locations, story beats, and battles. Wizards of the Coast should take a note of this and include soundtracks for their big campaign books.

 The artwork and layout are stunning. The illuminated quality to the pages combined with the detailed painting work of the illustrations really makes this book a work of art.

Worldbuilding Wrap-up

As with all reviews here at Dming the World, we conclude with a look at how to integrate this product into your own world. If the ideas, mechanics, and lore presented here intrigue you, but you're not ready to leave the comforts of your homebrewed world, why should you buy this book?

 

First, if you have wanted to add an area to your world that has this Near Eastern flavor to it - get this book. This could be dropped "whole cloth" into a setting with only minor adjustments. As mentioned earlier, it's set in a fictional depiction of 19th century Istanbul. If the technology is too advanced for your setting you may want to pull some things like firearms out. But, there is enough detail here that it already feels alive, you might just need to tweak things occasionally.

 

Next, the Profession system while daunting at first glance really is an amazing way to introduce a deeper way to tie your player characters to the world than the traditional Backgrounds presented in Dungeons & Dragons. The professions presented here cover all of the broad needs that a character might have, but custom Professions for your world will give it verisimilitude.

 

Lastly, and most importantly is the Alternate History Toolbox. This is a 20-page chapter in the book devoted to taking history from our world and creating an alternate history setting for your own campaign. This is amazing and is clearly the Metis treatise on the proper way to bring history and culture into our games respectively and intentionally while avoiding the pitfalls of stereotypes. There is so much important information to unpack here that I cannot do it justice in this review. I will instead be writing a separate DMing the World article about this subject using Historica Arcanum as a primary source.

 

Historica Arcanum - The City of Crescent is one of the best products written for the Dungeons & Dragons Fifth Edition rules set that I have ever seen. At the time of this writing, Metis is getting ready to launch a Kickstarter for their next book Historica Arcanum: Empires of the Silk Road and I am genuinely excited to see it. The Silk Road is a piece of history that has captured my imagination for a long time. We can expect great things from this studio for years to come.

 

Historica Arcanum - The City of Crescent can be purchased directly from Metis Creative at their website: https://www.metismedia.net/. No review copy was provided for this article. All artwork used in this article is the property of Metis Creative and is used here for the purposes of review.

 

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