I got Lost Empires of Faerûn, you got the questions

JoeGKushner said:
Heck, I'd settle for knowing who you ordered from! :lol:
He's in Germany. Looks like the book is available earlier overseas; if the websites are correct, you can also buy it in Australia ;).
 

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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:
Any new cleric domains?
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.

Is there epic material?

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).
 

Thanks, KaeYoss! :)

KaeYoss said:
There is a set of random ruins tables to create ruins on the fly.

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).

Are the random ruins tables any good?
I'm not sure on the scepters being a good idea. It seems like a step between wands and staffs, and the latter would be capable of the same things as scepters...
 

Could you post which of the lost empires each of the seven chapters of fluff detail? Do Illuskan, Imaskar and Nar get much coverage?
 

Knight Otu said:
Thanks, KaeYoss! :)
No problemo.

Are the random ruins tables any good?

I'm not such a big expert with random tables, but they look nice enough. We have a table for ruin resitents, one for features of a ruined city/town, one for castle and keep features, extradimensional spaces, temples, tomb and burial grounds, towers.

I'm not sure on the scepters being a good idea. It seems like a step between wands and staffs, and the latter would be capable of the same things as scepters...

They're kinda like a step between wands and staffs, really. They can use higher-level spells (though with double charges) and up to two spells, and don't have the limitations of staffs (the theme thing - afaik you cannot just walk into a magic shop and demand a staff with black tentacles and interposing hand on it, you have to get a staff of bigby or the like.). Staffs, on the other hand, have no level limitation and you can use your own spellcasting abilities.

MetalBard said:
Could you post which of the lost empires each of the seven chapters of fluff detail?

From "What's Inside"

Chapter 3: The Crown Wars: describes the most ancient of Faerûn's kingdoms - the elven realms of the Crown Wars. The great wars these kingdoms waged upon each other led to the destruction of forested lands, the descent of the drow, and the establishment of refuges such as Evereska and Evermeet.

Chapter 4: God-Kings of the East: details the first great realms of humankind - the Old Empires of Mulhorand and Unther, and the rival empires of Narfell and Raumathar

Chapter 5: Realms of the High Forest: describes the kingdoms of Eaerlann, Siluvanede, Sharrven, and the surrounding states. It also chronicles the Seven Citadels' War in which Siluvanede was destroyed.

Chapter 6: Fallen Netheril: describes the most famous of Faerûns fallen lands - the mighty Empire of Netheril, which now lies buried under the sheifting sands of Anauroch.

Chapter 7: The Imperial South: examines the powerful states of Coramshan (and later the Shoon Imperium) and Jhaamdath, the Twelve Cities of the Sword.

Chapter 8: The Dream of Cormanthyr: describes the fabled realm of Myth Drannor and its fall hundreds of years ago.

Chapter 9: The Old North: relates the history of the Sword Coast North and the fate of storied cities and lands such as Phalorm and the Kingdom of Man.


Do Illuskan, Imaskar and Nar get much coverage?

Old Illusk is in the Old North part, hast about half a page of its very own paragraph (including the Host Tower and the Ruins of Illusk)

Imaskar (in God-Kings of the East) gets almost two pages, with several sites within the empire (like Bhaluin or Metos)

Narfell (also in God-Kings) has a bout one page.

In addition to that, those realms also appear in the respective timelines with important events there.

Nar
 

Are the Nether Scrolls very powerful, compared to the DMG artifacts?

If you have more than one, are they more than the sum of their parts? (I.e., you not only get the effects of the individual scrolls, but also something else.)
 

Darkness said:
Are the Nether Scrolls very powerful, compared to the DMG artifacts?

If you have more than one, are they more than the sum of their parts? (I.e., you not only get the effects of the individual scrolls, but also something else.)

Reading a nether scroll (takes one month) will grant you one level in an arcane spellcasting class of your choice. There are two sets of 50 scrolls each, and they are divided into five chapters, each covering a different aspect of the art. If you manage to read all 10 scrolls of one chapter, you get another benefit. For example, Magicus Creare (Spells of Creation) will award you three bonus item creation feats, and the XP cost of any magic item created drops to 75% (although this, like the other benefits, only applies to arcane dealings, so if you use divine magic to create an item, you still pay 100%).

I'm not sure whether you're supposed to gain one level for each scroll you read (which would mean that he who finds the complete set in myth drannor would disappear for a little more than 4 years and reemerge as the most powerful arcanist of faerûn - by far), of if you get that only once (or once for each chapter). Because the example that describes that the extra benefit for a whole chapter applies only to arcane magic lists a 15th-level cleric/5th-level wizard (and this guy would have gotten 10 levels from the whole chapter, making him wizard 10 at the very least. Or maybe he has levels in warmage or sorcerer and they didn't mention it. Or they let the level-cap in place. I think that's a job for the ask rich thread over at the wizards boards.)
 


Can you tell me how the feat Channel Charge works please?
Besides, is there anything new about the Shadow Weave?

Thank you very much!
 


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