Scarred Lands: Best Books?

The pdfs are cheap enough to consider though. The monster books and Relics and Rituals ones are $10 each while everything else including the hardcover continent campaign books, The Divine and the Defeated, the players's guides, etc. are $5 each. Scarred Lands Section of White Wolf on rpgnow.

I'd give another endorsement to Div & Def. It has more legends and details than 3e Deities and Demigods and is mostly pretty fun in a harsh Greek Godwar D&D type of mood.

I also like the Strange Lands: Lost Tribes of the Scarred Lands book which combined the elements from the unpublished Relics and Rituals III and Creature Collection IV plus Campaign gazetteers for the remaining continents (a dark sunesque desert one, an arctic one, a dragon empire one) as the last Scarred Lands Hurrah. A nice 3.5 hodge podge of creatures, gazeteer, magic, and more minor gods.

Note that Relics and Rituals Excalibur and Olympus are not scarred lands books despite the titles but give 3e D&Dified spins to Mythic Greece and Camelot the way Hamunaptra did for Ancient Egypt and Nyambe did for Africa.
 

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I also like the Strange Lands: Lost Tribes of the Scarred Lands book which combined the elements from the unpublished Relics and Rituals III and Creature Collection IV plus Campaign gazetteers for the remaining continents (a dark sunesque desert one, an arctic one, a dragon empire one) as the last Scarred Lands Hurrah. A nice 3.5 hodge podge of creatures, gazeteer, magic, and more minor gods.
I think this book just went to the top of my list, right up there with the Termana campaign book.

Note that Relics and Rituals Excalibur and Olympus are not scarred lands books despite the titles but give 3e D&Dified spins to Mythic Greece and Camelot the way Hamunaptra did for Ancient Egypt and Nyambe did for Africa.
I know. I have both Excalibur and Olympus. Great books.
 

I find it funny that a poster with the name Knightfall is asking which Scarred Lands books are the best.

If you want plane travel in your game, don't forget that book, the name of which escapes me, but I loved Nemorga's realm, finally doing something more with the astral that just dead gods and githyanki.
 

For Ghelspad:
- Ghelspad Gazetteer
- Serpent Amphora adventure path
- Ghelspad Campaign Setting

For great locales:
- Mithril, City of The Golem - 800 paladins, ocean of blood and broken golem of Mithril
- Burok Torn, City Under Siege - Calastians ante portas, shameful history and broken hearted elves from below... last city of dwarves within
- Hollowfaust - you know things are bad outside when you need to turn to necromancers for protection... still, these necromancers are pretty nice despite mandatory body pledges

For story ideas:
- Blood Bayou - voodoo, swamps and the end of the world
- Strange Tribes of Strange Lands - continents abandoned by gods, forgotten by people and cursed by fate, hints of mysteries never explained
- Divine and Defeated - gods, titans and those who serve
- The Wise and the Wicked - NPC celebrities

Things you don't want in your game:
- Relics and Rituals II - magic stuff you don't want in your game (unless its cursed or one shot epic stuff)

Regards,
Ruemere

PS. PDF calendar by one SL fans for dowload.
 

I find it funny that a poster with the name Knightfall is asking which Scarred Lands books are the best.
The irony isn't lost on me. I know of Nightfall; although, I haven't talked to him (by e-mail) in some time.

If you want plane travel in your game, don't forget that book, the name of which escapes me, but I loved Nemorga's realm, finally doing something more with the astral that just dead gods and githyanki.
Edge of Infinity... I'm very interested in that book. What else can you tell me about it? B-)
 

I had a nice long email worked up, just to have the boards eat it during maintenance.


In short, don't worry about the 3.0 vs 3.5 differences, as about 80% of the crunch is crap. Horrible, slow-motion trainwreckintoaschoolbus crap.

BUT, the flavor and fluff is still unmatched (save, perhaps by Golarion). I own every product S&SS put out for the setting and ran a game in it for the entire life of the line +2-3 years, and I will always love it.
 

[...]
Edge of Infinity... I'm very interested in that book. What else can you tell me about it? B-)

Edge of Infinity: the Scarred Planes

Authors: Werner Hager, James Maliszewski, John Snead, Ian Watson and Patrick Younts

Table of Contents
  1. Preface
  2. Chapter One: Cosmology of Scarred Lands
  3. Chapter Two: Fundamental Planes
  4. Chapter Three: The Occult Planes
  5. Chapter Four: The Divine Planes
  6. (Missing from ToC): Zodiacal Planes
  7. Appendix One: Planar Lore
  8. Appendix Two: Prestige Classes
  9. Appendix Three: New Monsters

Ad. 1.
Fair warning from Joseph D. Carriker: conflicting views are going to be presented - i.e. instead of typical "here is the explanation" you get several informed opinions on most subjects and you, as a GM, are supposed to make final decisions. Meanwhile, feel free to confuse players.

Ad. 2.
Different takes on the history of the world. The key aspect of Scarred Lands is that 150 years ago, at the end of Titanswar, the world was remade by gods. History, clocks and all written accounts were reset (or became unreliable). Some clues as to the causes are given in Strange Tribes in Strange Lands, however there is no final revelation.

Ad. 3. Fundamental Planes
- Eternal Void - Negative Energy Plane, a little more habitable, here is where all stolen life is drained to. Curiosity: this plane is very risky to undead.
- Highest Brilliance - Positive and deadly to all living beings.
- Deepest Sky, Vault of Earth, Great Inferno, Endless Deep - elemental planes, some come with neat twist like Eternal Void above

Ad. 4.
Occult Planes are planes usually associated with spirit, thoughts and ideas: Ethereal, Astral, Shadow and Dreams are described in detail. Planes of Glass, Light, Memory, Portals, Spirits, Thoughts, Time are hinted at.
Note: Plane of Dreams contains a possible major metaplot device (end of the world stuff) - you may want to be careful about revealing it to players.

Ad. 5.
There is one divine plane for each deity. Each of planar entries covers Fate of the Departed reaching the plane.
The names of the planes: Mithril Heaven, Golden Paradise, Eternal Glade, Timeless Vault, Howling Limbo, Iron Hells, Black Lands, Pestilential Abyss.

Ad. 6.
Zodiacal Planes are deminaplanes based on Scarred Lands version of Zodiac. Here where sages can come to consult and share knowledge.

Ad. 7.
Feats, items, artifacts and spells (a single spell, to be specific).

Ad. 8.
Prestige classes: Iron Lord (military commander with aura abilities, a cross between Bard and Fighter), Keeper of Great Laws (spellcaster with full spellcasting progression, immune to Law spells, abilities to debuff chaotic beings), Mithril Disciple (a fighter with Paladin resistances and healing, with enhanced damage reduction and possible spell resistance), Moonlight Lord (cross between a ranger and assassin and bard), Occultist (spellcaster with full progression, abilities to enter Occult planes).

Ad. 9.
Monster templates with sample monsters (2) and ordinary monsters (4).
Paragon Beast is an attempt to produce planar version of animal (i.e. take an animal, enhance it to fit general planar theme and presto, you have a paragon beast ready to rumble through Eternal Glades). The idea was further expanded in Strange Tribes adding alignment and elemental versions of creatures.

----

Overall, a lot of ideas to use in campaigns. Some of them make those planes more accessible to players or more useful than vanilla planes of d20 Manual of the Planes. Mechanics range from fine to so-so. Prestige classes would require quite a lot of conversion.

Regards,
Ruemere
 
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These are the ones I'm most interested in hearing about:
  • Blood Bayou
  • Blood Sea: The Crimson Abyss
  • Echoes of the Past: The Slarecian Legacy
  • Edge of Infinity: The Scarred Planes *
  • Hornsaw: Forest of Blood
  • Strange Lands: Lost Tribes of the Scarred Lands *
  • Vigil Watch: Secrets of the Asaatthi
* Especially these two. ;)

I really didn't care for Blood Bayou or Blood Sea very much, so I've got nothing on them. I actively dislike the Slarecian stuff, and Echoes of the Past is pure Slarecian stuff.

Edge of Infinity is useful for what it is. None of my games made it to the 'plane-hopping' stage, so it wasn't anything other than an interesting read for me.

The Hornsaw is a fairly strong adventure setting, and the book was decent, if not quite as evocative as Hollowfaust or Burok Torn.

Strange Lands is a hodge-podge of notes from two or three books that didn't happen, making a very schizophrenic read, but absolutely *teeming* with usable stuff.

Vigil Watch: Asaatthi has some neat PrCs and some awesome ideas (Locus Feats, a concept that appeared in a different, and far less evocative, form a few years later appearing in WotC as 'Reserve Feats'), with a few wild and crazy Technique feats that may be better to just walk on past (since, if the Locus feats could be seen as proto-reserve feats, the Technique feats could be seen as proto-Tome of 9 Swords maneuvers...).

For 3.5 stuff, all of the Players Guides were written with 3.5 in mind, and each has a dozen-ish Prestige Classes, some of which are meh, some of which are things of beauty (Nine-Stings Master, Warrior of White Fire, Master Cabalist, Initiate of the Forge, etc. all make me smile). Each has some new crunch, such as optional rules for Weapon Speed or different types of theurgically-enhanced holy water for each of the gods or specific bardic songs / tales / epics that can be used to teach / perform various bardic spells or effects or Scion feats for Sorcerers who draw power from an affiliation with Chern or Mormo or Mesos. I'm most impressed with the Fighters & Barbarians, Monks & Paladins and Wizards, Bards & Sorcerers books, finding that most of the Cleric & Druid PrCs aren't as good as just taking more levels in Cleric or Druid, and that few of the Ranger & Rogue PrCs really shine.

My personal favorites, combining both evocative crunch and compelling flavor;
Relics & Rituals I & II (love the Summoner, Crypt Lord, etc.)
Creature Collections I, II & III (even if I don't use many of the beasties exactly as written, they are great sources of inspiration)
Ghelspad & Termana hardcovers (awesome stuff, some crunchy like the Gold and Silver Knights, but mostly just setting and flavor)
Players Guides mentioned above
Hollowfaust & Shelzar, fascinating 'free cities' to operate out of

Fun reads & to pillage;
Burok Torn (avoid that Dark Elf tattoo-artist prestige class! The Rune Master rocks!)
Faithful & the Forsaken
Secrets & Societies (which reprints an updated Incarnate PrC to replace the one in Relics & Rituals I)
Hornsaw
Blood Sea
Edge of Infinity (reading about the zodiac planes is fun, even if I never had reason to use them)

Oldest and potentially most out-dated or mechanically wonky books;
Mithril (the Mithril Knight PrC is over-the-top, and reprinted in more balanced form in the PGtMonks&Pallies)
Warrens of the Ratmen (um, yeah, moving right along...)

Stuff that did nothing for me;
Divine & the Defeated (some new Domains, which are reprinted in Relics & Rituals II, so I've had no reason to dig this out for years. If my games never reached the point where plane-travelling was a concern, it's safe to say that I have zero need for Coreans Armor Class and Hit Points...)
Slarecian Legacy (slarecians, IMO, equal Mary Sue and yet somehow fail to ignite any of the mind flayer goodness they seem to be reaching for)
Blood Bayou (too much irrelevant backstory, and the Jack of Tears seemed to be competing for who had the most buff backstory with the Slarecians. Anyone who *isn't* a fragment of a dead proto-god-thing more powerful than the more-powerful-than-anything-ever we mentioned in the last book, raise a tentacle? Anyone? Anyone at all? I got more Blood Bayou-y inspiration from the Creature Collections and the Son of Mirth / Bayou Alchemist PrC in Relics & Rituals II!)
Penumbral Pentagon (I don't even know what happened here. I loved the idea, I loved the previous work by the writer, and this book just sits there, doing nothing for me.)
 
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Slightly off-topic, but:

Does anyone know where I can find the "lost-text" to Book 2 in the Serpent Amphora trilogy? It used to be located on Sword & Sorcery's webpage, but alas, no longer. (The missing text is basically the entire adventure briefing for the PCs.)

If it's not even on the internet anymore, does anyone have the text they could send me or post here?

Thanks!
 

I totally forgot about the Penumbral Pentagon book. I can't think of another sourcebook that I was so looking forward to that produced the biggest let-down. Ugh. What wasted potential!!

I liked the concept of the Slarecians, but yeah, Set nailed it regarding execution. They reminded me of the Jenoine (sp??) from the Vlad Taltos books. They broke their own rules in this book and Faithful and Forsaken by advancing the timeline (or an "unofficial" timeline, in an official book) and I just didn't like what I saw in either.

The Runemaster PrC in Burok Torn is horribly broken, and this is after having one in our game since 2001.

But our campaign was fun!
 

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