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Sacred Ground
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<blockquote data-quote="Crothian" data-source="post: 2034432" data-attributes="member: 232"><p>Sacred Ground</p><p></p><p> Every now and again it is good to grab one of those older d20 books that I have really enjoyed and write about it. D20 games have been coming out for almost five years now and with thousands of titles it is easy to miss a few of the better ones. The message boards and other places where role playing games are discussed to death usually do a nice job of not missing the good ones, but even they let a few slip by. The first one is going to be a book by Atlas called Sacred Ground.</p><p></p><p> Sacred Ground is a sourcebook of holy sites. Atlas Games put it out about two years ago. Atlas unfortunately no longer writes d20 books but they do have Unknown Armies and Feng Shui, two lesser known but highly respected games. Sacred Ground is a softbound book with one hundred and ten pages. The layout is a little loose but the art is good and book is well organized. It has an index of all the d20 rules. The rules are for the 3.0 game but it is really the ideas in the book that make it good. The rules though are easy to convert and should not cause any problems. </p><p></p><p> Sacred Grounds is actually half a book. There is a Sacred Grounds 2 that has even more Holy Sites and I may choose to review that one later as I like it as well. It is one of the few books I bought based only on the quality of the first one. There are four different holy sites presented. Each has a god associated with and they are really out of the way and hard to get to. These are the places that people have pilgrimages to. The four sites I found easy to use and placed them all in my own campaign world. My players only managed to make it to two of the places, but they worked out well and I felt confident that just mentioning them as places to go added to the game. </p><p></p><p> The first place is Gabriel’s Aerie. It is a floating island and it depicted on the cover which happens to be a great picture by Steven Sanders. It is filled with people and creatures that fly. The many humans who live there even build rudimentary flying devices like hot air balloons and gliders. The place though has an enemy that wants to destroy the place of course. It really opens up some great encounters in the sky miles above the ground.</p><p></p><p> Summer Barrow is the resting place of the Summer god when winter comes. Only it is more then that for there is a secret of the Summer God here and it is very well hidden and guarded. The Summer Burrow is an interesting take on the god of Summer since the god dies each year in the autumn and is reborn again ever spring. This is the place that he does it and his body is protected in the winter against enemies. </p><p></p><p> The Necropolis is the island temple to the Judge, anon evil god of Death. The Judge judges all souls and places them in the appropriate afterlife. The priests are against the unlawful resurrections that run rampant but at the same time carefully watch for souls that have died before their time. There is a great artifact here called the well of souls, it is the gateway that the souls leave our world and get to the Judge. I found this temple fit in very well with the Purgatory PDF Mongoose put out. </p><p></p><p> The final one is the one I got the most use out of. It is the retreat of the Warrior Saint. The Warrior Saint is a god for the common folk and he will lead them to over through tyranny when it oppresses them. It is a training place for monks but also of really anyone but it has a typical monk training regiment. It teaches people to use common tools and their own bodies to fight. It became a good place for NPCs looking out for the serfs and trying to free the slaves of the regions. They were a good ally and sanctuary for the player characters. </p><p></p><p> Sacred Ground is filled with ideas. Each of the four places has interesting gods, there are a few new domains and feats as well as magical items. But the ideas of the places, the descriptions, the information on hierarchy and NPCs is really the greatness of the book.</p></blockquote><p></p>
[QUOTE="Crothian, post: 2034432, member: 232"] Sacred Ground Every now and again it is good to grab one of those older d20 books that I have really enjoyed and write about it. D20 games have been coming out for almost five years now and with thousands of titles it is easy to miss a few of the better ones. The message boards and other places where role playing games are discussed to death usually do a nice job of not missing the good ones, but even they let a few slip by. The first one is going to be a book by Atlas called Sacred Ground. Sacred Ground is a sourcebook of holy sites. Atlas Games put it out about two years ago. Atlas unfortunately no longer writes d20 books but they do have Unknown Armies and Feng Shui, two lesser known but highly respected games. Sacred Ground is a softbound book with one hundred and ten pages. The layout is a little loose but the art is good and book is well organized. It has an index of all the d20 rules. The rules are for the 3.0 game but it is really the ideas in the book that make it good. The rules though are easy to convert and should not cause any problems. Sacred Grounds is actually half a book. There is a Sacred Grounds 2 that has even more Holy Sites and I may choose to review that one later as I like it as well. It is one of the few books I bought based only on the quality of the first one. There are four different holy sites presented. Each has a god associated with and they are really out of the way and hard to get to. These are the places that people have pilgrimages to. The four sites I found easy to use and placed them all in my own campaign world. My players only managed to make it to two of the places, but they worked out well and I felt confident that just mentioning them as places to go added to the game. The first place is Gabriel’s Aerie. It is a floating island and it depicted on the cover which happens to be a great picture by Steven Sanders. It is filled with people and creatures that fly. The many humans who live there even build rudimentary flying devices like hot air balloons and gliders. The place though has an enemy that wants to destroy the place of course. It really opens up some great encounters in the sky miles above the ground. Summer Barrow is the resting place of the Summer god when winter comes. Only it is more then that for there is a secret of the Summer God here and it is very well hidden and guarded. The Summer Burrow is an interesting take on the god of Summer since the god dies each year in the autumn and is reborn again ever spring. This is the place that he does it and his body is protected in the winter against enemies. The Necropolis is the island temple to the Judge, anon evil god of Death. The Judge judges all souls and places them in the appropriate afterlife. The priests are against the unlawful resurrections that run rampant but at the same time carefully watch for souls that have died before their time. There is a great artifact here called the well of souls, it is the gateway that the souls leave our world and get to the Judge. I found this temple fit in very well with the Purgatory PDF Mongoose put out. The final one is the one I got the most use out of. It is the retreat of the Warrior Saint. The Warrior Saint is a god for the common folk and he will lead them to over through tyranny when it oppresses them. It is a training place for monks but also of really anyone but it has a typical monk training regiment. It teaches people to use common tools and their own bodies to fight. It became a good place for NPCs looking out for the serfs and trying to free the slaves of the regions. They were a good ally and sanctuary for the player characters. Sacred Ground is filled with ideas. Each of the four places has interesting gods, there are a few new domains and feats as well as magical items. But the ideas of the places, the descriptions, the information on hierarchy and NPCs is really the greatness of the book. [/QUOTE]
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