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Scarred Lands: Best Books?
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<blockquote data-quote="ruemere" data-source="post: 5113562" data-attributes="member: 5515"><p>Edge of Infinity: the Scarred Planes</p><p></p><p>Authors: Werner Hager, James Maliszewski, John Snead, Ian Watson and Patrick Younts</p><p></p><p><strong>Table of Contents</strong></p><ol> <li data-xf-list-type="ol">Preface</li> <li data-xf-list-type="ol">Chapter One: Cosmology of Scarred Lands</li> <li data-xf-list-type="ol">Chapter Two: Fundamental Planes</li> <li data-xf-list-type="ol">Chapter Three: The Occult Planes</li> <li data-xf-list-type="ol">Chapter Four: The Divine Planes</li> <li data-xf-list-type="ol"> (Missing from ToC): Zodiacal Planes</li> <li data-xf-list-type="ol">Appendix One: Planar Lore</li> <li data-xf-list-type="ol">Appendix Two: Prestige Classes</li> <li data-xf-list-type="ol">Appendix Three: New Monsters</li> </ol><p></p><p>Ad. 1.</p><p>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.</p><p></p><p>Ad. 2.</p><p>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.</p><p></p><p>Ad. 3. Fundamental Planes</p><p>- 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.</p><p>- Highest Brilliance - Positive and deadly to all living beings.</p><p>- Deepest Sky, Vault of Earth, Great Inferno, Endless Deep - elemental planes, some come with neat twist like Eternal Void above</p><p></p><p>Ad. 4.</p><p>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. </p><p>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.</p><p></p><p>Ad. 5.</p><p>There is one divine plane for each deity. Each of planar entries covers Fate of the Departed reaching the plane. </p><p>The names of the planes: Mithril Heaven, Golden Paradise, Eternal Glade, Timeless Vault, Howling Limbo, Iron Hells, Black Lands, Pestilential Abyss.</p><p></p><p>Ad. 6.</p><p>Zodiacal Planes are deminaplanes based on Scarred Lands version of Zodiac. Here where sages can come to consult and share knowledge.</p><p></p><p>Ad. 7.</p><p>Feats, items, artifacts and spells (a single spell, to be specific).</p><p></p><p>Ad. 8.</p><p>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).</p><p></p><p>Ad. 9.</p><p>Monster templates with sample monsters (2) and ordinary monsters (4).</p><p>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.</p><p></p><p>----</p><p></p><p>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.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 5113562, member: 5515"] Edge of Infinity: the Scarred Planes Authors: Werner Hager, James Maliszewski, John Snead, Ian Watson and Patrick Younts [B]Table of Contents[/B] [LIST=1] [*]Preface [*]Chapter One: Cosmology of Scarred Lands [*]Chapter Two: Fundamental Planes [*]Chapter Three: The Occult Planes [*]Chapter Four: The Divine Planes [*] (Missing from ToC): Zodiacal Planes [*]Appendix One: Planar Lore [*]Appendix Two: Prestige Classes [*]Appendix Three: New Monsters [/LIST] 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 [/QUOTE]
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