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Loona, Port of Intrigue
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<blockquote data-quote="argel" data-source="post: 2011409" data-attributes="member: 21019"><p>This is a well thought out, high quality product with lots of nice little touches scattered throughout the book.</p><p></p><p>Loona: Port of Intrigue is a follow up to the Geanavue book, where Kenzer did not have enough room to cover its functioning port (I say "functioning" because Loona lies several miles to the east of the city) in detail. </p><p></p><p>The inside cover has a color map with several labels including street names, names of important locations, and letter codes for everything else. As a very nice touch there is a grayscale player handout version of this map in the back that has zero labels on it! </p><p></p><p>The inside back cover has a color map detailing the different districts of the city.</p><p></p><p>The Introduction is mainly a quick summary of the Kingdoms of Kalamar setting.</p><p></p><p>Chapter 1: Life in Loona provides a general overview of the port including perils you might (will) run into, the law (and reality), religion, and some rumors.</p><p></p><p>Chapter 2: Places and People describes the architecture, atmosphere, history, important landmarks, and NPCs in great detail - really bringing the port town to life. There is some great reading in here such as the events leading up to and including the Night of Terror that changed the Common District forever. Some of this writing alone is worth the price of the book!</p><p></p><p>Chapter 3 details the shipping industry of Loona. It covers the basic economics, the written and unwritten rules of the docks, how prices change based on the seasons, how much it costs to store items, buy parts to repair a ship, etc.</p><p></p><p>Chapter 4 details the power players in Loona. There are several factions described including a drawing of the symbol used to represent them (nice touch). As before there are background stories scattered throughout, giving a sense of history to the port. A useful chapter for GM's since just being a member of a faction can make it easier to come up with a new adventure (political intrigue, factions fighting other factions, etc.).</p><p></p><p>Chapter 5: Beyond Loona contains several brief descriptions of landmarks in the Loona/Geanavue region. There are three pages in the back dedicated to the region covering a long west - to - east part of the area. The western edge is actually further west than Geanvue. The eastern most part is Loona and its harbor area. Useful when creating an adventure (or if your players deviate).</p><p></p><p>Appendix A: NPCs contains over 100 NPCs. Stats, feats, languages they speak, gear they have, especially special/magical items. There is no description per se but many are detailed elsewhere. There is a very useful "Most commonly found" line. For example: "Most Commonly Found: tempting Paag at the gambling table" that does help flesh characters out.</p><p></p><p>Appendix B details encounters, including when and where they are most likely to happen.</p><p></p><p>Appendix C details a new toxin and a new alchemical substance while Appendix D introduces two new creatures. Appendix E provides a table of common Loonan Names. This is then followed by a glossary and then an index. The maps mentioned earlier end the book.</p><p></p><p>What makes this book so great is the little details, like the back histories of people and districts, the brief but actually useful descriptions, etc.</p></blockquote><p></p>
[QUOTE="argel, post: 2011409, member: 21019"] This is a well thought out, high quality product with lots of nice little touches scattered throughout the book. Loona: Port of Intrigue is a follow up to the Geanavue book, where Kenzer did not have enough room to cover its functioning port (I say "functioning" because Loona lies several miles to the east of the city) in detail. The inside cover has a color map with several labels including street names, names of important locations, and letter codes for everything else. As a very nice touch there is a grayscale player handout version of this map in the back that has zero labels on it! The inside back cover has a color map detailing the different districts of the city. The Introduction is mainly a quick summary of the Kingdoms of Kalamar setting. Chapter 1: Life in Loona provides a general overview of the port including perils you might (will) run into, the law (and reality), religion, and some rumors. Chapter 2: Places and People describes the architecture, atmosphere, history, important landmarks, and NPCs in great detail - really bringing the port town to life. There is some great reading in here such as the events leading up to and including the Night of Terror that changed the Common District forever. Some of this writing alone is worth the price of the book! Chapter 3 details the shipping industry of Loona. It covers the basic economics, the written and unwritten rules of the docks, how prices change based on the seasons, how much it costs to store items, buy parts to repair a ship, etc. Chapter 4 details the power players in Loona. There are several factions described including a drawing of the symbol used to represent them (nice touch). As before there are background stories scattered throughout, giving a sense of history to the port. A useful chapter for GM's since just being a member of a faction can make it easier to come up with a new adventure (political intrigue, factions fighting other factions, etc.). Chapter 5: Beyond Loona contains several brief descriptions of landmarks in the Loona/Geanavue region. There are three pages in the back dedicated to the region covering a long west - to - east part of the area. The western edge is actually further west than Geanvue. The eastern most part is Loona and its harbor area. Useful when creating an adventure (or if your players deviate). Appendix A: NPCs contains over 100 NPCs. Stats, feats, languages they speak, gear they have, especially special/magical items. There is no description per se but many are detailed elsewhere. There is a very useful "Most commonly found" line. For example: "Most Commonly Found: tempting Paag at the gambling table" that does help flesh characters out. Appendix B details encounters, including when and where they are most likely to happen. Appendix C details a new toxin and a new alchemical substance while Appendix D introduces two new creatures. Appendix E provides a table of common Loonan Names. This is then followed by a glossary and then an index. The maps mentioned earlier end the book. What makes this book so great is the little details, like the back histories of people and districts, the brief but actually useful descriptions, etc. [/QUOTE]
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