Lost Empires of Faerûn
This review is based on reading the product only, not on any play testing.
Lost Empires of Faerûn is a 192 page hardcover published in February of 2005 by Wizards of the Coast. As the title suggests, the book focuses on fallen empires and the ruins they've left behind in Faerûn, the main continent of the Forgotten Realms setting.
This book is mainly for DMs. The Introduction admits as much. There is a chapter of new feats, prestige classes, and spells which is aimed at both players and DMs, but the remainder of the book deals with the often-secret history of several fallen empires, the magic items and artifacts they left behind, as well as monsters which may lurk in their ruins, and is thus firmly intended for DMs.
In many ways Lost Empires of Faerûn feels like a throwback to Realms products of old. There are lots of references to other products, both core D&D and Forgotten Realms, but none of the material from those products is reprinted. Setting information dominates over rules information, and most NPCs are not statted out, but have only by their name, race, class, and level provided.
There are eleven chapters, plus an introduction and table of contents. There is no index. Here is an overview of the book:
Title Page, Credits, and Table of Contents - 3 pages
Introduction - 2 pages
Ancient Secrets - 30 pages - Rules-heavy information for players and DMs.
Dreams of the Past - 15 pages - DM-oriented rules and setting information.
The Crown Wars - 9 pages - First of the historical chapters, which are almost entirely setting information. This one is about the Crown Wars of the ancient elves.
God-Kings of the East - 23 pages - Historical chapter covering eastern Faerûn, including Mulhorand, Unther, and other now-fallen realms.
Realms of the High Forest - 12 pages - Historical chapter about lost elven and dwarven realms in north central Faerûn.
Fallen Netheril - 18 pages - Historical chapter concerning the fallen magical empire of Netheril.
The Imperial South - 12 pages - Historical chapter about Calimshan, Amn, and now-fallen realms in southwest Faerûn.
The Dream of Cormanthyr - 11 pages - Historical chapter providing information about Cormanthyr, the grand elven empire which included Myth Drannor.
The Old North - 15 pages - Last of the historical chapters, this one discusses lost realms in northwest Faerûn.
Artifacts of the Past - 9 pages - Magic items and artifacts from fallen empires.
Monsters of the Ancient Lands - 33 pages - Monsters a DM can use when PCs explore ruins.
The Ancient Secrets chapter is dominated by five new prestige classes. These prestige classes use an expanded prestige class format where each class fills between two and a half to four pages. In addition to the raw mechanical details of the class, information is provided about what members of the class usually do, how to become a member, how to play a member of the class (including attitude and tactics in combat, things to consider when advancing, and what sort of help the character can call upon), how the class fits into the Realms, DCs for Knowledge checks to know something about the class and the organization its members belong to, and a fully statted example NPC. I have never been a fan of prestige classes in the past, but this in depth format has me re-evaluating that view.
The prestige classes are: Cultist of the Shattered Peak (a rogue/fighter-oriented five level class dedicated to keeping the dangerous secrets of lost Netheril from being recovered), Glorious Servitor (a cleric or paladin-oriented seven level class dedicated to one of the Mulhorandi powers), Magelord (a wizard-oriented ten level class which is a sort of arcane gunslinger), Olin Gisir (a ten level class for elven and half-elven arcane casters who wish to keep the lore of the ancient elves secret), and Sunmaster (a ten level cleric-oriented class for a sect that worships Lathander as a reincarnation of the dead Netherese sun god). All of the prestige classes could be used in non-Realms campaigns with varying amounts of work on the part of the DM.
Sixteen new feats and twenty-three new spells fill out the remainder of the Arcane Secrets chapter. The spells are mostly sorcerer/wizard spells, although there is at least one new spell for assassins, bards, druids, clerics, and paladins as well. Among the new feats, Arcane Transfiguration, which allows a specialized wizard access to one banned school of magic, stands out as perhaps the most likely to be too powerful, although it does have two other feats as prerequisites, can't be taken until 10th level, and can only be taken once. On the other end of the power scale is Servant of the Fallen, which allows divine casters to receive spells from dead gods. It also grants a small mechanical benefit in the form of a once-daily +1 luck bonus to any die roll. The primary benefit of the feat, however, is a role-playing benefit rather than a mechanical one. This makes for a nice change in my view, and is something I'd like to see more of in future products.
The Dreams of the Past chapter offers advice for using the book in the campaign, includes a score of one-sentence adventure hooks relating to ruins and history, has a system for generating random ruins, provides domain lists and a paragraph of information about ten dead deities, provides one new Epic spell and two new epic spell seeds (including one used to create Mythals), details Mythals (including their creation and effects of their decay), and has a two page map of Faerûn from the year -626 DR.
The random ruin system is likely to prove interesting to many DMs, so I'll dwell on it a bit more. The system consists of seven tables: Inhabitants, Ruined City Features, Ruined Castle Features, Extradimensional Space Features, Temple Features, Burial Ground Features, and Tower Features. To generate a random ruin the DM first rolls a d6 to see how many inhabitants are present, and then rolls percentile dice the appropriate number of times on the Inhabitants table. Then it's another d6 roll to determine how many features are present in whichever ruin type is being used, followed by percentile dice rolls on the appropriate table. The Inhabitants table lists creatures by type (humanoid, outsider, etc) rather than by specific creatures (orc, adult red dragon, etc.). Mapping is not generated by the system and is left entirely up to the DM. The system provides a good basis for DMs in need of ideas for a ruined area. If I use the system much I will probably find myself customizing the tables quite a bit, particularly the Inhabitants table, which I thought was too general.
The Artifacts of the Past chapter is entirely about new artifacts and magic items. The Nether Scrolls, Mythallars, the Elfblades of Cormanthyr and a few other items all get the artifact treatment, thus allowing DMs to use them in their games without any worries that PCs will be able to create copies themselves. Most of the new non-artifact magic items are wondrous items, although there are two new weapon properties (one of them psionic), and a few new specific weapons and rings. There is also a new class of magic item, the scepter. Scepters are sort of a cross between wands and staves. They can hold up to two spells of 7th level or lower. Crafting a scepter requires the new item creation feat Create Scepter, detailed in the Netheril chapter.
The Monsters of Ancient Lands chapter includes D&D 3.5 statistics for some previously-presented creatures such as the Phaerimm, Tressym, Deepspawn, and Crawling Claws (which are swarms now) as well as creatures I don't recall seeing before such as the Tomb Tapper and the Nishruu. There are a fair number of templates, including four lycanthropes: drow werebat, werecat, werecrocodile, and wereshark.
The historical chapters form the bulk of the book. These chapters all have a consistent format. Each one starts with a brief introduction to the area being covered and proceeds to a time line of major events. After the time line is a more detailed history in prose format, followed by a listing of who might have records of this history, and prominent songs and stories relating the history of this area. Each historical chapter also includes a sidebar of DCs for Knowledge (History) checks. Next is a listing of important sites, usually ruins, followed by a section about the legacy of the lost kingdoms discussed in the chapter. A couple of adventure seeds follow, and the chapter ends by talking about who in current Faerûn has been influenced by the now-lost realm.
Two of the historical chapters also include a detailed adventure site, and the Netheril chapter includes a new item creation feat. Otherwise the historical chapters are devoid of rules information. Some NPCs have their race, classes, and levels listed, but the only fully-statted NPCs in the historical chapters are in the two sample adventure sites.
Most of the historical chapters seem to be the right length, providing enough depth to inspire DMs but not so much as to bore them. The exception is the Crown Wars chapter, which is given only nine pages in which to discuss the 3,000 years of the war itself and the 18,000 years of prior elven history which lead to the Crown Wars. That being said all of the historical chapters hit only the high points and discuss only a fraction of the ruins an empire left behind. A detailed accounting of the history and ruins of any one of the realms covered in the historical chapters could easily fill a book the size of Lost Empires of Faerûn.
The book as a whole, and the historical chapters in particular, may not seem to be of use to DMs who are not running the Forgotten Realms, but that is not necessarily the case. DMs looking to fill out a detailed history of the elves, humans, and dwarves of their worlds could easily borrow large chunks from Lost Empires of Faerûn. For DMs interested in creating a high magic society, the Netherese would make an excellent source to draw inspiration from. Anyone, DM or player, looking for elven or dwarven names could mine Lost Empires of Faerûn for lots of them. The rules material is also easily reused.
As I read through the book, one thing I noticed is that it seems to be of most use for DMs with mid to high levels PCs. The two sample adventure sites are aimed at PCs in the 10th to 12th level range. Given that many of the ruins mentioned in the book are now inhabited by evil outsiders, drow, liches, and other powerful creatures, 10th to 12th level is probably the minimum a PC would need to be to survive most of these sites, and some could easily challenge PCs who are well into the Epic levels. Another thing is that most of the lost empires of Faerûn were elven and human. The dwarves have their share of fallen kingdoms, but there is not a single halfling or gnome ruin mentioned. Indeed the smaller folk are barely mentioned at all.
I enjoyed reading Lost Empires of Faerûn immensely and look forward to incorporating elements from it into future games. I'm a Realms fan from way back, and returning to a format dominated by setting content rather than rules content is a very welcome move as far as I'm concerned. I hope Lost Empires of Faerûn becomes a template for future Realms products. Overall the book serves as an excellent resource about the history of Faerûn, and at the same time provides plenty of material that DMs can mine for use in their campaigns, be they set in the Forgotten Realms or elsewhere.
On the down side, I did feel that the lack of an index hurt the book somewhat. Because the historical chapters often reference events and people from other chapters, tracking down a specific reference may be difficult without an index. I also would liked to have seen the Faerûn map from -626 DR included as a foldout or small poster, as part of it is lost in the gutter of the book. This is a shame since the map is both beautiful and useful.
Despite a few shortcomings, I would strongly recommend Lost Empires of Faerûn to any DM or Realms fan, and would also suggest that non-Realms DMs give it a look for possible material to use.