Zephalon said:
Hi,
just anted to ask which ruins are detailed therein.
I haven't had the chance yet to read much of the chapters about the ancient realms, but each has an "Important Sites" chapter, many of which (briefly) tell of ruins. There is a set of random ruins tables to create ruins on the fly.
There's also a couple of adventure sites, which sport detailed description and maps: Sonjar's Tower (in God-Kings of the east) and Keep on the Frontier (From The Old Nord)
I'm interested in info about Ammarindar.
Ammarindar (in Realms of the High Forest) has it's own paragraph, about half a page long (and is probably mentioned elsewhere in the chapter). It was a minor realm, but very wealthy, and was spared the orc attacks other dwarf realms suffered, so it grew steadily until it was finally taken down by demons. It is said that it's hard to reach for surface dwellers because of numerous dangers in the mountains.
Antara said:
Nope, though at least one of the lost gods (Moander) lists a domain from BoVD
philreed said:
What's your first impression of the book?
I haven't read much (started with the crunch part), but what I saw, I liked. The PrC descriptions are quite nice, featuring not only the usual write-up, but also a small paragraph about entering the PrC, a large paragraph about playing the PrC (including tips about combat, advancement and resources), a description about the PrC and its place in Faerûn (including Organization and NPC reactions), a writeup of typical lore (stating which Knowledge skill applies and what you get to know on what DC's, usually from 10 to 30) and a part of the PrC in the game (including adaptation and an encouter - which sports not only the usual write-up of a sample member but also an idea about how you can use that character)
Vecna said:
Can you post a brief description of Arcane Manipulation and Arcane Transfiguration feats please?
Arcane Manipulation: you can split a spell slot so it holds several smaller spells (3 1st-level spells into a 3rd level slot, for example)
Arcane Transfiguration: High-level feat, "unbans" a school of magic for specialist wizards.
Knight Otu said:
Is the book more "fluffy" or "crunchy"?
The book has 11 Chapters. 4 contain Crunch (Chapter 1 has the usual character options - feats, spells, PrC's - Chapter 2 has some other stuff for Players - info about worshipping lost gods, epic magic - Chapter 10 is magic stuff, including artifacts, and 11 is mosnters). The other 7 chapters describe one ancient part of Faerûn in detail. So it's decidedly fluff.
It has an epic spell, two new epid spell seeds (mythal and shadow), info about Mystra's Ban and epic magic, and rules to create mythals - which use epic magic.
Turanil said:
Portability of that book: Is it easy to use that book in any homebrew or other published setting, or can it be used only with Forgotten Realms?
The crunch part should go over without too much fuss. The fluff part, on the other hand, describes ancient, usually long-lost empires and regions, so it's deep into faerûnian history and geography. In order to use that stuff, you have to integrate parts of faerûns background into your world, or change some of the stuff.
Tell us about some cool stuff from that book.
Illvillainy said:
Any glaring mistakes or contridictions?
As I've said earlier, I haven't yet had the chance to read most of the book. I haven't seen any glaring mistakes so far. If I should find some, I'll post them
The PrC's are neat, as are their write-ups (see above), several cool feats (including one enabling you to worship a fallen god and get away with it). One new type of item is present: The scepter. It is like a wand, but it can contain two spells, and the limit is 7th-level (though everything above 5th costs two charges).