In this review we talk about Auroboros: The Coils of the Snake – Worldbook: Lawbrand, a wide and deep setting with epic features for D&D5e.
The product was born from the mind of Chris Metzen, creative director of the first Diablo, Warcraft and Starcraft; it is published by Warchief Gaming and in Italy it is translated and distributed by Panini whom we thank for sending us a copy to review. I recommend following Warchief Gaming on their website and on their Facebook and Instagram pages.
If you are interested in buying it, you can find the manual on Amazon for $55.
Structure and Writing of Auroboros
The manual is majestic and beautiful, with a volume of about 400 pages rich in content; moreover the cover is rigid, with coated and rough paper. The background of the internal pages resembles a parchment and gives a wonderful and pleasant effect when reading.
This book is divided into three macro-chapters. The first contains all the necessary setting information for the players. In the second we find the new options for the players and the new specific mechanics. Finally, in the third, the most full-bodied, there is the entire section dedicated to the narrator, as well as a bestiary. Each of them is further divided into sections and paragraphs that help navigate between pages.
The writing style is impeccable: simple, immediate and error-free. The whole manual is well explained, without ever being difficult to understand. A great help is also given by the use of italics for terms of play and bold for other relevant terms. In addition, there are also various boxes that contain insights; an additional detail that confirms the care for this work.
Among the Coils of Art
The artistic side of Auroboros deserves its own section in this review; the illustrations are fantastic, evocative, detailed and consistent with each other and with the rest of the manual.
Subjects are very varied: landscapes, cities, creatures and more. My compliments here go to the artists; however numerous, the uniformity in style is commendable.
There are also many maps, both of cities and dungeons; also these are all well-made and very detailed. Definitely, a great tool to help the narrator.
It follows therefore that Auroboros, already only for its artistic and collectable value, is a precious tome to have in one’s collection.
The Setting of Auroboros
The world of Auroboros is called Drastnia, but this specific manual focuses on one of its regions: the Lawbrand; what is outside its borders remains a mystery at the moment.
First of all, all the cultural aspects of the Lawbrand are illustrated, including history, religion, music, art and more. This chapter is very in-depth and above all presents many key figures that the narrator can exploit in his campaigns.
Then we find the entire history of the Lawbrand, from before its foundation to the present, through a succession of events with related dates. Each of them is deepened, but also leaving a few points a little darker so you can embroider on it.
The Lawbrand is a region characterized by Merchant Cities, each independent but with a common code of laws. In addition, the territory is very varied: it goes from the fertile plains to the arid desert, from the dense jungles to the snow-capped mountains. Further narrative cues are given by the steampunk elements, which blend perfectly with the basic high fantasy tones; this happens only in some territories, so as not to affect the coherence of the work.
Cities, in turn, have varied architecture and differ widely from each other; each brings into play unique themes and concepts, faithfully represented also by illustrations. For example, Skarborough is a mining town with many industries and a lot of pollution; the city of Talis, instead of port nature, is cleaner but also more chaotic.
Review of the New Races of Auroboros
The manual introduces 5 new races that can be chosen during the creation of the character; each of them, in addition to the corresponding mechanics, also offers a cultural description, aesthetics and various additional ideas. These are:
- Atsadd: Amphibious humanoids who love adventure and exploration. They are a people tied to the sea and divided into various tribes.
- Desert Dwarfs: a sub-race of dwarves who have learned to live among the desert dunes, coming to endure the high temperatures better than anyone else.
- Ma’ii: a nomadic and shamanic people, linked to the dunes and with the characteristic of transforming into a coyote
- Salamar: clever and wise humanoid salamanders. Their gaze is indecipherable and their interest aims to rebuild the lost bond with the land.
- Xu’keen: Once peaceful halflings, due to an apocalypse they were forced to survive in the wilderness by becoming angry and furious.
All these races are really interesting, each one is particular and has its own uniqueness; moreover, they are also well integrated into the game world, making it even more alive. Like any other D&D5e race, they have their own Racial Traits and Ability Score Increases. I want to specify that the latter are fixed, but it is always possible to modify them in order to increase customization.
In addition, the manual also provides tables, cues and contexts related to how to include the other official D&D5e races in the world of Auroboros. Any detail that promotes immersion and consistency is always welcome.
Review of the New Subclasses of Auroboros
In the manual, we find 3 new subclasses, in addition to a Pact and a new Patron for the Warlock. These options are deeply linked to the game world; they also offer some new mechanics and reuse already seen but in a totally innovative way.
In particular, the new subclasses are:
- Wildkeeper (Fighter): a protector of nature, deeply linked to it. In addition to being able to fight valiantly, he can also cast spells thanks to a pact stipulated with an animal totem, which also modifies his body.
- Way of the Eminence (Monk): a sage who has learned to project an aura around himself; it gives him greater abilities of movement and other nature.
- The Wraithblade (Rogue): A ghostly assassin who can walk on walls and exploit shadows with cunning; possesses a subtle vampire nature that allows him to absorb lifeblood from his prey.
As anticipated, the Warlocks can access a new pact: the Ink Pact; it gives them the ability to draw a spell on themselves in the form of a tattoo. The spell can then be cast without spending Spell Slot, but the tattoo wears out.
The new Patron is Karybdiss, the Souleater. This beast allows you to exploit the souls of the killed creatures to activate very powerful effects, but equally risky for the user.
We find ourselves in front of a park of new options really interesting and varied. Also, keep in mind that the manual provides guidance on how to integrate all classes of D&D5e (even those that do not have a new subclass) into the game world.
Background and Group Origins
Auroboros provides a large number of additional backgrounds that can help us to better integrate our character into the game world and give it so much depth. In particular, they are divided into two categories: Faction and Place; this difference gives the player the opportunity to choose what is most important to their character: the Faction to which they belong or the Place in which they grew up. This also allows us to deepen the lore of Factions and Places, enriching an already very broad imagery. Each Background provides Skills and/or Tools Proficiencies, Starting Equipment and an exclusive Feature, which can give many advantages both narrative and mechanical. In addition, each of them presents a table with three narrative options to deepen the character’s past.
Then we find the Group Origins, options that players can choose collaboratively to determine how their group was formed. Each of the ten Origins (including Buccaneers, Explorers, and Mystic Seekers) provides Extra Departure Equipment, a Group Skill Proficiencies, and a Group Capability; the Skills are very useful as they can give great advantages when the heroes collaborate. In addition, for each Origin we have four Companies to exploit as a starting point of our campaign, inserting the party into the narrative in the same way as the backgrounds insert the individual characters.
The Background and Origins system is really well made and allows you to add depth to our characters and the group even before you start playing!
Sigils
A fundamental feature of the setting is the possibility of tattooing magic Sigils with special powers; they are not only an aesthetic occasion but correspond to new exclusive mechanics.
During their adventures, our heroes will be able to meet Symbolists and expert tattooists; they will not always want to offer their services, but when their trust is conquered they can have interesting advantages (although they can have only three and the times of realization are not indifferent).
Symbols are divided into Legendary, Very Rare, Rare, and Common; depending on the rarity, the manual provides an example of how much they can cost. There are many symbols in the world of Auroboros, each with its own details, but in this review, I bring you only a few examples:
- Scholarly: allows you to gain competence in a skill of your choice.
- Academic: allows you to withdraw a single die up to three times for long rest.
- Majestic: Allows you to add your own Charisma modifier to saving throws.
The Mark of the Serpent
The Sigil of greatest power is the Mark of the Serpent, the Auroboros: a snake that bites its tail. It has different characteristics than the others and is based on another unique mechanic; when a character is tattooed with the Mark of the Snake, he begins a tortuous spiral journey between spasms of mortality and power. There are six Coils Ranks and each level allows you to unleash ever more devastating effects. Obviously, there are limits: the power can be used once for long rest and needs to focus on it for twelve seconds.
Also, each time it is used, it must be marked on the Descent Chart; it has six Tiers, each characterized by a different number of boxes. Some boxes force the player to pull on a random table, with the possibility of suffering heavy maluses (such as loss of skills or lowering of characteristics). The further you go through the snake’s coils, the greater the risks; no such power is given without a price to pay!
The benefits of the brand are presented in the form of tables and advice, but much freedom is left to the narrator and players so that suggestive and themed effects can be obtained with the adventure.
Linked to the Mark there is another mechanic: that of the Marksworn. These are individuals who have not gotten tattooed but have decided to tie their lives to someone who has been Marked and help them carry their own burden. A Trademark Juror acquires abilities based on the Rank of the Coil to which his protégé has arrived; these abilities can be: tracking down his partner or providing bonuses to mitigate the effect of the Trademark.
Review of the Narrator’s Section of Auroboros
The section for the master of Auroboros accompanies the narrator with advice, insights on the world and lots of information that can be very valuable to create exciting sessions.
First of all, we find various Archetypes of Campaign or examples of how to build interesting plots and antagonists in the world of Lawbrand. Later we are explained how to add then appropriate non-player characters, useful both with regard to the non-playable races that own content.
The Lawbrand is a region dominated by strict regulations and using them correctly improves the gaming experience. An entire chapter presents us with Laws, Mandates and Sizes with mechanical annexes so that we can bring them into play in an incisive and interesting way.
A new activity in pure Roman style is also introduced: the exciting Chariot Race. There are no dedicated mechanics, but valuable indications on how to make this discipline present and impactful in the game world. It is not limited to racing: these particular vehicles can be customized and modified at will; who would give up gears, harpoons and flamethrowers?
The manual provides the GM with everything necessary to create epic campaigns and manage them in a simple and engaging way; moreover, some recommendations are generic enough to be valid also with other environments and this further increases the value for money of this manual.
Review of the Factions and Locations of Auroboros
The factions of the Lawbrand are a fundamental part of this setting; they are configured as an excellent game tool for campaigns and one-shots. In the Factions Guide, they are presented in an orderly and easily accessible way, including a general overview, their history, the public face and private objectives; it is also explained what the factions of the Auroboros know and a series of ideas for adventures and companies related to them. The ones that impressed me the most are:
- The Fangs of Scylla: the cult of Karybdiss, made up of powerful warlocks that use terror and manipulation as primary weapons.
- The Howling: A horde of wild beasts controlled by corrupt druids under the command of an evil demigod.
Various important Locations in the world are then introduced, also rich in useful details. For example, for the most important provinces or cities, we find the division into districts, influential people, details of greater interest and targeted insights. In addition to the specific places, we find various generic tables divided by macro-category; they are therefore dedicated to urban centres, forest areas, maritime environments and more.
A last very interesting detail is that, both for some Places and for some Factions, maps, unattainable creatures and the final boss are provided. Combining all these elements, we have another package of very functional tools to create a living environment.
The Bestiary
He could not miss a large bestiary, rich in monstrous creatures and humanoid opponents. Each entry has its own stat block, a dedicated illustration and an in-depth paragraph. Some creatures are presented individually, others divided into groups of belonging. We find both creatures deeply linked to the world of Auroboros, and more generic and useful creatures to use in their campaigns. The variety is really commendable and we can also find bizarre beings such as:
- Duneback: Giant crabs that inhabit the dunes; they are usually peaceful, but if disturbed can be a problem for reckless travellers
- Staggoth Darkrunner: Abominable beings contaminated by the power of an evil demigod and united with the Howl; they are feared for their great physical abilities and their cunning.
- Knight of Thorns: Long-dead, they are now called upon to perform their duty as undead.
Conclusions of the Auroboros Review
To conclude this review of Auroboros, I can safely say that I am facing a masterpiece both in terms of mechanics and in terms of writing the setting. All new gameplay elements are consistent with what has already been released for D&D5e previously, but most importantly they have their own strong identity. In addition, the Mark of the Snake is a great means of play that can lead to unexpected but truly intriguing situations.
The setting is taken care of in the smallest details but leaves the right degree of freedom to allow the narrator to weave his stories in the way he prefers; all this always remains thematic with a high fantasy style like the standard D&D5e. The amount of content to build campaigns is huge, and also being useful as a tool for all masters.
In short, Auroboros, in this review, is promoted with full marks and is a highly recommended purchase for all passions of fantasy, D&D5e and snakes!



































