By Steven Creech, Exec. Chairman d20 Magazine Rack
Sizing Up the Target
Aerial Adventures Guide Volume Two: Sellaine, Jewel of the Clouds is written by Mike Mearls, illustrated by V. Shane with cartography by Matt Snyder. Part two of a three volume series on sky realms by Goodman Games, this 32-page book retails for $11.00.
First Blood
The book wastes no time in addressing the subject of the title. After a brief introduction, the history, government and political players of Sellaine are all highlighted. The physical makeup of the cloud realm with its caste-like levels is next. The upper four levels are known as the Spires, home to the aristocracy and nobility. Trade town is the next four levels. This is where the business of Sellaine is run and where the guilds exist. The bottom two levels comprise the Undercity, where thieves’ guild rule and gang activity is rampant. The lowest level serves as the sewers, home to only those who choose to live there or have no where else to go.
Sellaine is not the only cloud realm detailed. Dreadfall is a toxic cloud relam composed of necromantic energy from the negative plane. Filled with undead, this realm always seeks to add more to its ever growing undead legions. Fulgash’s Tower is a former wizard’s keep now sitting at a 45 degree tilt. The Wildlands is a lush, verdant, untamed realm of forests, water and hills that has resisted all attempts at colonization. Finally, the skyways addresses a couple of oddities that aren’t sky realms, but adventure fodder nonetheless.
Critical Hits
There are a wealth of ideas and tidbits generated from the book’s content. Each realm has a bit of a unique spin giving it a fresh feel.
Critical Misses
There are many instances where flavor detail is missing. For instance, in the section on Fulgash’s Tower, there is mention of the tower being built on the burial site of a monastic order of warrior monks. Yet there is nothing else to follow up on this that ties into why a tribe of orcs lived there also. Too many sections feel “glossed over” or hurried. The price is a bit steep for the content at only 32 pages and noticeable white space.
Coup de Grace
Sellaine is good in that it offers new ideas to expose to your players. The various realms will give GMs more diversity to throw at his players and not interrupt his campaign world or the balance it invokes. It is an interesting book, but not quite up to full cover price value unless it fits your needs and you want it. Take a look and decide for yourself.
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