Q on Scarred Lands

Two is correct, PC. They did have some map disputes but again the best way to find out the direction of Termana in relation to Ghelspad is probably the Blood Sea book. (Although I DID suggest that the 10,000 mile mark might be magically induced due to the Blood Sea's influence.)
 

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Soel said:
How much art is different? How about different creatures?

Sorry I missed this, but in order of questions: a) Not that much different unfortunately but at least the Silver Golem LOOKS like its supposed to. I'd say about 10%-15% of the art has been updated in CC Revised. No, there are no "different" creatures but some are now templates. (Like Hags and Unhallowed). Plus they added info on the Races of the Scarred Lands. (Dwarves, elves, halflings, etc.)
 

I'd recommend Divine and Defeated plus Creature Collection Revised. I think those two capture Scarred Lands best.
 

Though I, too, feel Divine & Defeated is an essential reference for "what Scarred Lands is all about" (as I have stated in the past, a setting is all about its conflicts, and this book gets down to the nitty gritty on the conflicts of the setting), for an introductory layer I recommend the Ghelspad Gazetteer.
 

I bought Lost Tribes of the Scarred Lands as my first book. It is good, but does tend to assume that you have some knowledge of the setting, and thus confused me in quite a few places. Still, good flavour, and a much more interesting campaign setting that FR (I used to love FR, but it has become so high-powered that I lost interest).

I fancy Ghelspad next.
 


King of Old School said:
What's the single best book as an introduction to the Scarred Lands as a campaign setting?

KoOS

The Ghelspad Gazetteer. Provides a little history and an overview of the kingdoms and ongoing big picture politics. All description, no stats. Enough to run a game or be familiar with the setting as a player.
 

Voadam said:
The Ghelspad Gazetteer. Provides a little history and an overview of the kingdoms and ongoing big picture politics. All description, no stats. Enough to run a game or be familiar with the setting as a player.

I'd hand this book to the players as a basic, all fluff intro to the setting.

Relics and Rituals I, with all it's warts, was THE setting flavor book in the early days. In it you get the rules for arcane heat generation, the druid-titan cleric-god dichotomy, tons of spells and PrCs with world flavor (every spell has a history/lore intro), and of course the Ritual Casting rules (or, get the Witch's Handbook or Advanced Player's Manual from GR for a cleaned up version of these), all of which are pretty good at defining the feel of the setting.

Too bad they never put out a Vesh sourcebook (along the lines of Mithril, Hollowfaust, and Burok Torn), or even more Vigil Watch books. That would have been the ideal setting book. :\
 

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