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City of Brass - Boxed Set - Anyone Got Any Details?
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<blockquote data-quote="Schmoe" data-source="post: 7810032" data-attributes="member: 913"><p>After a few pages of introductory material, Book 1 starts with a four-page history and mythology behind the City of Brass and all of genie-kind. It centers around the first genie, Sulymon, who is created from a spirit as a servant to the gods. Sulymon goes on to create the rest of the genies by gathering spirits similar to himself, who can serve the will of the gods in matters of creation and control of the elements. The genies are gifted the City of Brass for their service, which at the time is an enormous fortress of metal. Over time things change, and the history explains how the Plane of Molten Skies was formed, and how the evil efreet came to rule the City of Brass as a massive city on that fire-scarred plane. This section is not just window dressing, as it sets up much of the the rest of the material. Distinct locations, items, and NPCs found through the rest of the content tie directly back to the history, helping to bring it to life.</p><p></p><p>The next section describes the Plane of Molten Skies. This is imagined as a finite plane that rests at the juncture of the Elemental Planes of Fire, Earth, and Air. The City of Brass rests in a massive basalt bowl that actually juts out into the plane of Fire. By creating the Plane of Molten Skies, the book is able to create an environment that is exotic and somewhat hostile, but yet still suitable for adventure, and the next 30 or so pages are filled with fantastic locations and environmental hazards. The writing is evocative and informative, although perhaps a little wordy. For example:</p><p></p><p></p><p></p><p>31 separate locations are described on the Plane of Molten Skies, ranging from the Caves of the Glass Wyrms to The Great Sand Sea or The Spire of Hazrad the Mad. Each location typically has at least 3-4 paragraphs of description with brief stat lines for any occupants and notable traps, treasure, or other elements. Some of the locations actually contain sub-areas, such as the Great Rock Wall, which is comprised of both the Splinter-Rock Clan and the Wall of Petrified Dead. I found these locations to be both interesting and inspiring. Each one is given some unique twist that makes it stand out, whether it is the black-skinned angel who once was the guardian of the original betrayer of the Efreet and is now trapped in a block of obsidian for all time, or a forest of metallic trees that grows in the acidic fallout from a nearby volcano and shelters a secret clan of elves that have adapted to the harsh conditions.</p><p></p><p>Following the description of the plane, the book spends 10 pages describing the Bazaar of Beggars. As entrance to the City of Brass itself is tightly regulated, a miles-long queue has formed of petitioners seeking entrance. The Bazaar is the makeshift city of tents and merchants that has sprung up to serve the needs of those petitioners. It has its own well-thought out economy and ample opportunity for adventure. As usual, creative imagination spills out, as the book isn't content to provide anything that doesn't have something to make it stand out. For example, instead of just having "water merchants", it has the Water Makers, a strange cult who trade two pints of water for one pint of a person's blood. In all it details 11 different tents, merchants, and buildings that are described in wonderful detail and provide rich opportunities to engage with the setting.</p><p></p><p>Next: The City of Brass</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7810032, member: 913"] After a few pages of introductory material, Book 1 starts with a four-page history and mythology behind the City of Brass and all of genie-kind. It centers around the first genie, Sulymon, who is created from a spirit as a servant to the gods. Sulymon goes on to create the rest of the genies by gathering spirits similar to himself, who can serve the will of the gods in matters of creation and control of the elements. The genies are gifted the City of Brass for their service, which at the time is an enormous fortress of metal. Over time things change, and the history explains how the Plane of Molten Skies was formed, and how the evil efreet came to rule the City of Brass as a massive city on that fire-scarred plane. This section is not just window dressing, as it sets up much of the the rest of the material. Distinct locations, items, and NPCs found through the rest of the content tie directly back to the history, helping to bring it to life. The next section describes the Plane of Molten Skies. This is imagined as a finite plane that rests at the juncture of the Elemental Planes of Fire, Earth, and Air. The City of Brass rests in a massive basalt bowl that actually juts out into the plane of Fire. By creating the Plane of Molten Skies, the book is able to create an environment that is exotic and somewhat hostile, but yet still suitable for adventure, and the next 30 or so pages are filled with fantastic locations and environmental hazards. The writing is evocative and informative, although perhaps a little wordy. For example: 31 separate locations are described on the Plane of Molten Skies, ranging from the Caves of the Glass Wyrms to The Great Sand Sea or The Spire of Hazrad the Mad. Each location typically has at least 3-4 paragraphs of description with brief stat lines for any occupants and notable traps, treasure, or other elements. Some of the locations actually contain sub-areas, such as the Great Rock Wall, which is comprised of both the Splinter-Rock Clan and the Wall of Petrified Dead. I found these locations to be both interesting and inspiring. Each one is given some unique twist that makes it stand out, whether it is the black-skinned angel who once was the guardian of the original betrayer of the Efreet and is now trapped in a block of obsidian for all time, or a forest of metallic trees that grows in the acidic fallout from a nearby volcano and shelters a secret clan of elves that have adapted to the harsh conditions. Following the description of the plane, the book spends 10 pages describing the Bazaar of Beggars. As entrance to the City of Brass itself is tightly regulated, a miles-long queue has formed of petitioners seeking entrance. The Bazaar is the makeshift city of tents and merchants that has sprung up to serve the needs of those petitioners. It has its own well-thought out economy and ample opportunity for adventure. As usual, creative imagination spills out, as the book isn't content to provide anything that doesn't have something to make it stand out. For example, instead of just having "water merchants", it has the Water Makers, a strange cult who trade two pints of water for one pint of a person's blood. In all it details 11 different tents, merchants, and buildings that are described in wonderful detail and provide rich opportunities to engage with the setting. Next: The City of Brass [/QUOTE]
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