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Akashic Nodes: The Home of Memory
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<blockquote data-quote="JoeGKushner" data-source="post: 2276762" data-attributes="member: 1129"><p><strong>More support for AE in the form of memory nodes</strong></p><p></p><p>Akashic Nodes is a sourcebook for Arcana Evolved, published by Blue Devil Games. Akashic’s are an interesting class in AE as they’re a skill-based class who dive into a pool of memory to augment their normal abilities. The PDF has the standard bookmarks and outside of the covers, is in black and white.</p><p></p><p>The art and writingvarying by chapter. For example, Chapter One is done by Bradley McDevitt while chapter two is done by Derek Kupper with illustrations by Jeff Ward. This allows a wide range of authors and artists to contribute to the world setting by using one solid theme. Maps look to be done by Ed from Skeleton Key Games.</p><p></p><p>Layout is crisp and simple. Each chapter starts with a full page single column of text that’s in story form and then moves into the more traditional two column spacing. There are no borders for ease of printing. About the only thing that bothers me is the blue devil logo at the center of the bottom page, as I keep expecting that to be the page number, but the page number is at the top of the page and unfortunately, doesn’t provide any information outside of the name of the book and the page number, where it could be the chapter of the book and the page number.</p><p></p><p></p><p>The book starts off with ideas on how to expand the Akashic Node. This includes different types of nodes and how they’re formed as well as what aspects those nodes have to them. For example, what would a node be like of a civilization that passed away while dreaming and what intensity modifier does that node have? Other mechanics are snuck in including knowledge checks for history and magic with different DC’s and new diseases. It’s a fun little chapter for the GM.</p><p></p><p>Chapter Two, the Academy of Visions, is subtitled the Magic of Akashic Nodes. The Academy buildings are mapped out and it’s background detailed along with ideas on how to learn exotic spells, and several new exotic spells for those rules to be used with. Because magic isn’t just about spells, we get some new items like the Dagger of Rememberance and Si-Caran’s Maul.</p><p></p><p>Moving on to The Forgotten Graveyard, the Creatures of the Akashic Node, we see that the manipulation of the flesh isn’t limited to the dragons as we get several new monsters here perfect for those looking to expand the dangers of AE from beyond the excellent Legacy book. Some of these are potent foes like the Akashic Reaver looking like an undead wolf man and clocking in at a CR 14 to the Merro, also known as the Mind Merchant, who advance through character class and appear to be similar to giants. Perfect for expanding the range of playable characters in the setting.</p><p></p><p>Now not every node is for an Akashic and chapter four, the Burlboughs provides some new options with different aspects for different classes as well as some new spells and runes. These bonuses range from gaining a bonus to skill checks when sacrificing a Hero Point while within the node for unfettered to gaining an aspect of power for a magister.</p><p></p><p>Moving past that, we see The Serpents Heart Guildhall, an akashic guildhall. Here we get maps for the first through sixth floor as well as numerous NPCs for the GM to add to his campaign as either patrons or foes for his campaign. The best part is that many of these are not human characters so that we get things like a giant alongside a sprite.</p><p></p><p>Now that you have all this information though, how do you use it? Well, the Fading of All Thing is a quick “adventure in memory” written by Justin D. Jacobson himself. It’s a fairly high level adventure, for 8th-12th level, and includes a few brief notes on how to scale it, as well as tools like an adventure timeline, background, NPC’s, and of course, maps of the landscape and specific adventure locals. </p><p></p><p>By using the nodes as a common ground, the book is able to bring together various elements that might not normally belong together or be associated with akashic nodes in the first place. It has new spells, magic items and other goods and has possible patrons, allies and enemies for the GM to use as he sees fit. For players it’s a bit weaker as most of the material is aimed squarely at the GM and the mechanics aren’t dovetailing into dozens of akashic PrCs and feats. We’ll save those for another book.</p><p></p><p>For those looking for support for AE and want more than the two books Malhavoc currently has out, this is a good place to start.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2276762, member: 1129"] [b]More support for AE in the form of memory nodes[/b] Akashic Nodes is a sourcebook for Arcana Evolved, published by Blue Devil Games. Akashic’s are an interesting class in AE as they’re a skill-based class who dive into a pool of memory to augment their normal abilities. The PDF has the standard bookmarks and outside of the covers, is in black and white. The art and writingvarying by chapter. For example, Chapter One is done by Bradley McDevitt while chapter two is done by Derek Kupper with illustrations by Jeff Ward. This allows a wide range of authors and artists to contribute to the world setting by using one solid theme. Maps look to be done by Ed from Skeleton Key Games. Layout is crisp and simple. Each chapter starts with a full page single column of text that’s in story form and then moves into the more traditional two column spacing. There are no borders for ease of printing. About the only thing that bothers me is the blue devil logo at the center of the bottom page, as I keep expecting that to be the page number, but the page number is at the top of the page and unfortunately, doesn’t provide any information outside of the name of the book and the page number, where it could be the chapter of the book and the page number. The book starts off with ideas on how to expand the Akashic Node. This includes different types of nodes and how they’re formed as well as what aspects those nodes have to them. For example, what would a node be like of a civilization that passed away while dreaming and what intensity modifier does that node have? Other mechanics are snuck in including knowledge checks for history and magic with different DC’s and new diseases. It’s a fun little chapter for the GM. Chapter Two, the Academy of Visions, is subtitled the Magic of Akashic Nodes. The Academy buildings are mapped out and it’s background detailed along with ideas on how to learn exotic spells, and several new exotic spells for those rules to be used with. Because magic isn’t just about spells, we get some new items like the Dagger of Rememberance and Si-Caran’s Maul. Moving on to The Forgotten Graveyard, the Creatures of the Akashic Node, we see that the manipulation of the flesh isn’t limited to the dragons as we get several new monsters here perfect for those looking to expand the dangers of AE from beyond the excellent Legacy book. Some of these are potent foes like the Akashic Reaver looking like an undead wolf man and clocking in at a CR 14 to the Merro, also known as the Mind Merchant, who advance through character class and appear to be similar to giants. Perfect for expanding the range of playable characters in the setting. Now not every node is for an Akashic and chapter four, the Burlboughs provides some new options with different aspects for different classes as well as some new spells and runes. These bonuses range from gaining a bonus to skill checks when sacrificing a Hero Point while within the node for unfettered to gaining an aspect of power for a magister. Moving past that, we see The Serpents Heart Guildhall, an akashic guildhall. Here we get maps for the first through sixth floor as well as numerous NPCs for the GM to add to his campaign as either patrons or foes for his campaign. The best part is that many of these are not human characters so that we get things like a giant alongside a sprite. Now that you have all this information though, how do you use it? Well, the Fading of All Thing is a quick “adventure in memory” written by Justin D. Jacobson himself. It’s a fairly high level adventure, for 8th-12th level, and includes a few brief notes on how to scale it, as well as tools like an adventure timeline, background, NPC’s, and of course, maps of the landscape and specific adventure locals. By using the nodes as a common ground, the book is able to bring together various elements that might not normally belong together or be associated with akashic nodes in the first place. It has new spells, magic items and other goods and has possible patrons, allies and enemies for the GM to use as he sees fit. For players it’s a bit weaker as most of the material is aimed squarely at the GM and the mechanics aren’t dovetailing into dozens of akashic PrCs and feats. We’ll save those for another book. For those looking for support for AE and want more than the two books Malhavoc currently has out, this is a good place to start. [/QUOTE]
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