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Rise of the Unthread! Nightfall's "Ask the Sage!" for Scarred Lands Q&A!
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<blockquote data-quote="Twowolves" data-source="post: 3648221" data-attributes="member: 18093"><p> <ul> <li data-xf-list-type="ul"><br /> <br /> <br /> Ghelspad climate is.... a bit wonky. You have a very savannah-like area (the Bleak Savannah, actually) right next door to a very nordic area (Albadia). The Plains of Lede are very much like the high plains of the US midwest, but it's very far north (with icy waters off it's northern shore). The war had some very very strange effects like that everywhere.<br /> <br /> <br /> <br /> <br /> I don't think there is. National government is a rarity, IMO in the Scarred Lands. The Calastians are very much like the Roman Empire, Vesh is technically a military state, and most of the rest is either tribal/clannish, city-states, or just fractured remnants of the old Ledean Empire (with their own kings). In short, I don't there there is a government large enough to try to be able to provide the kinds of services a socialist state would, most are more concerned with A) staying alive and/or B) gaining personal power.<br /> <br /> </li> </ul><p></p><p>CCIII is almost all Asherak and Termanan monsters. If you don't run your game there, you don't need this book at all. The only exception to that would be the excellent section on angels, custodians, demons and devils and the equivalents from the MM for the Scarred Lands.</p><p></p><p>CCII has a number of good monsters. All around a solid book, IMO. The appendix also has monsters by CR for the MM and CCI (although NOT for CCRevised), and it has alternate Summon Monster charts.</p><p></p><p>RRI and RRII are MUCH more key for setting conventions, however. Even with all it's flaws (due to it being such an early in the life cycle of 3rd ed release), the RRI has the lowdown on the Gods and their Domains, Arcane Heat, Ritual Magic (although the updated version in Green Ronin's Advanced Player's Manual/Witches' Handbook is better/cleaner), some PrCs (which need MAJOR overhauling for 3.5 ed) and spells and magic items. The magic items in RRI don't have market prices, but there was an eratta list to fix that online somewhere. Many of the spells are a bit over the top, but the little flavor text blurb before each helps root the whole into the world. Likewise, even if you can't use many of the magic items without careful consideration or reworking, the history and flavor is indispensible. As for RRII, it is better balanced, with more PrCs (and good ones at that), the lowdown on the Scarred Lands Zodiac (meh), more True Rituals, a smattering of feats (beating WotC to the "Divine Feat" idea by a few years) and lots more items. It also has rules for making use of psionics, including PrCs and an alternate Psion class (pre-Expanded Psionic's Handbook) and some alternate rules on maintaining powers and concentration. Oh, and a section on the "lost tomes" of the Scarred Lands.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 3648221, member: 18093"] [list] Ghelspad climate is.... a bit wonky. You have a very savannah-like area (the Bleak Savannah, actually) right next door to a very nordic area (Albadia). The Plains of Lede are very much like the high plains of the US midwest, but it's very far north (with icy waters off it's northern shore). The war had some very very strange effects like that everywhere. I don't think there is. National government is a rarity, IMO in the Scarred Lands. The Calastians are very much like the Roman Empire, Vesh is technically a military state, and most of the rest is either tribal/clannish, city-states, or just fractured remnants of the old Ledean Empire (with their own kings). In short, I don't there there is a government large enough to try to be able to provide the kinds of services a socialist state would, most are more concerned with A) staying alive and/or B) gaining personal power. [/list] CCIII is almost all Asherak and Termanan monsters. If you don't run your game there, you don't need this book at all. The only exception to that would be the excellent section on angels, custodians, demons and devils and the equivalents from the MM for the Scarred Lands. CCII has a number of good monsters. All around a solid book, IMO. The appendix also has monsters by CR for the MM and CCI (although NOT for CCRevised), and it has alternate Summon Monster charts. RRI and RRII are MUCH more key for setting conventions, however. Even with all it's flaws (due to it being such an early in the life cycle of 3rd ed release), the RRI has the lowdown on the Gods and their Domains, Arcane Heat, Ritual Magic (although the updated version in Green Ronin's Advanced Player's Manual/Witches' Handbook is better/cleaner), some PrCs (which need MAJOR overhauling for 3.5 ed) and spells and magic items. The magic items in RRI don't have market prices, but there was an eratta list to fix that online somewhere. Many of the spells are a bit over the top, but the little flavor text blurb before each helps root the whole into the world. Likewise, even if you can't use many of the magic items without careful consideration or reworking, the history and flavor is indispensible. As for RRII, it is better balanced, with more PrCs (and good ones at that), the lowdown on the Scarred Lands Zodiac (meh), more True Rituals, a smattering of feats (beating WotC to the "Divine Feat" idea by a few years) and lots more items. It also has rules for making use of psionics, including PrCs and an alternate Psion class (pre-Expanded Psionic's Handbook) and some alternate rules on maintaining powers and concentration. Oh, and a section on the "lost tomes" of the Scarred Lands. Hope that helps. [/QUOTE]
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