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Akrasia, Thief of Time
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<blockquote data-quote="Ron" data-source="post: 2008626" data-attributes="member: 1020"><p>Unlike many d20 products, Akrasia is a vignette book. It contains information in Akrasia, the evil goddess of failed resolutions and weakness of will, her cult and followers, as well as small chapters detailing adventure hooks and interesting NPCs. A couple of appendixes add a few new spells, monsters, magical items, and a new domain and prestige class related to the goddess cult. Production values are very high, within the best of all d20 industry. Cover art by Allen Douglas is very good, as well as the interior art by Kieran Yanner. The layout is clear and classy. Eden studios are headed by a graphic designer and do shows it.</p><p></p><p>Akrasia is the patron deity of the distractions that prevent people from fulfilling their potential. As such, her followers are rarely seen as evil but harmless hedonists, encouraging entertaining over hard work. However, if predominant, such behavior is very disruptive to the society and may cause its fall, which is Akrasia's final objective. There are some gems in this book, such as the incomplete Book of Thirteen Prophets, which, we are informed, is composed of twelve incomplete chapters written each by one of her prophets. Being inspired by the Goddess of Distraction, her prophets were unable to finish their job, although one of them reports a thirteenth prophet who was able to finish his chapter. Eventually, Akrasia destroyed him and his chapter appalled by this sheer demonstration of self-discipline.</p><p></p><p>The vignettes describe situations related with the Akrasian cult that may be dropped in any campaign. They cover adventure hooks, major NPCs (sometimes with stats for different levels), including their motivations, and area descriptions. They aren't adventures per se but situations in which the DM can build upon. They are all generic enough to be included in any campaign although at least one make a small reference to another Eden Odissey book, Wonders Out of Time, which may be easily ignored. There are few editorial problems, as the main NPC from chapter five been referred several times before an introduction, but overall the text is very well written. The appendixes describe a new prestige class for dedicated Akrasian cultists as well as the Distraction domain and its correspondent spells and a few monster and magical items. They are designed mainly as resources to NPCs and they appear to be well thought. The first-level domain spell, Indolence, might appears a little to powerful for its level, but I don't think that it is more than some first-level heavy weights such as Charm Person, Sleep, or Color Spray.</p><p></p><p>Akrasia: Thief of Time is a worthy addition to any DM library. It is provocative and offers a wide range of situations that may be dropped in a campaign. Although I think it is to easy to blame lack of determination to an outsider force, this might work very well in a campaign, especially if the DM takes care not to inform the evil side of the Akrasian cult to the players.</p></blockquote><p></p>
[QUOTE="Ron, post: 2008626, member: 1020"] Unlike many d20 products, Akrasia is a vignette book. It contains information in Akrasia, the evil goddess of failed resolutions and weakness of will, her cult and followers, as well as small chapters detailing adventure hooks and interesting NPCs. A couple of appendixes add a few new spells, monsters, magical items, and a new domain and prestige class related to the goddess cult. Production values are very high, within the best of all d20 industry. Cover art by Allen Douglas is very good, as well as the interior art by Kieran Yanner. The layout is clear and classy. Eden studios are headed by a graphic designer and do shows it. Akrasia is the patron deity of the distractions that prevent people from fulfilling their potential. As such, her followers are rarely seen as evil but harmless hedonists, encouraging entertaining over hard work. However, if predominant, such behavior is very disruptive to the society and may cause its fall, which is Akrasia's final objective. There are some gems in this book, such as the incomplete Book of Thirteen Prophets, which, we are informed, is composed of twelve incomplete chapters written each by one of her prophets. Being inspired by the Goddess of Distraction, her prophets were unable to finish their job, although one of them reports a thirteenth prophet who was able to finish his chapter. Eventually, Akrasia destroyed him and his chapter appalled by this sheer demonstration of self-discipline. The vignettes describe situations related with the Akrasian cult that may be dropped in any campaign. They cover adventure hooks, major NPCs (sometimes with stats for different levels), including their motivations, and area descriptions. They aren't adventures per se but situations in which the DM can build upon. They are all generic enough to be included in any campaign although at least one make a small reference to another Eden Odissey book, Wonders Out of Time, which may be easily ignored. There are few editorial problems, as the main NPC from chapter five been referred several times before an introduction, but overall the text is very well written. The appendixes describe a new prestige class for dedicated Akrasian cultists as well as the Distraction domain and its correspondent spells and a few monster and magical items. They are designed mainly as resources to NPCs and they appear to be well thought. The first-level domain spell, Indolence, might appears a little to powerful for its level, but I don't think that it is more than some first-level heavy weights such as Charm Person, Sleep, or Color Spray. Akrasia: Thief of Time is a worthy addition to any DM library. It is provocative and offers a wide range of situations that may be dropped in a campaign. Although I think it is to easy to blame lack of determination to an outsider force, this might work very well in a campaign, especially if the DM takes care not to inform the evil side of the Akrasian cult to the players. [/QUOTE]
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