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Scarred Lands: Ghelspad
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009381" data-attributes="member: 18387"><p>For many people, we all look for an inclusive book when we search for campaign setting. Something that stands out and says "Hey READ ME! I'm good for understanding what's going on in this place!" Certainly the Forgotten Realms Campaign setting and then later the Kingdoms of Kalamar Campaign Setting, were examples of that. There have been a couple other d20 products that have attempted this. And now, after months of waiting, we faithful fans of the Scarred Lands, finally get a comprehesive view of this setting in the Scarred Lands Campaign Setting: Ghelspad. I will admit, it's not quite what I was expecting, but then I guess that's why I like it so much. Certainly unlike the FRCS, it's not a listing of new races, new feats, spells and new domains, along with monsters and such. But what it IS, is a comphesive history and guide for Dms looking for a way of making the Scarred Lands/Ghelspad stand out as well as being a guide for how the setting works. </p><p></p><p>The cover is just a smaller version of the one on the inside leaves. The map itself is fairly detailed, at least compared to the old Ghelspad Gazetter. The regions are a little more clearly delinated, as well as the names for many of the places that weren't mentioned or noticed in the first pull out map for Ghelspad/Scarred Lands. The interior art is very nice, ranging from fairly good (such as the picture of lines of slaves in Dunahae) to extremely good (such as the pciture of the Orcs fighting each other on the section on Scorched Rock around the Blood Basin.) The cartography, in regards to the cities and the city states, well I wish they had done more maps for them, but other wise not too shabby. </p><p></p><p>Chapter one is the History of the land of Ghelspad. This was definately not what I was expecting. Certainly it's not a dry read, but a very MEATY read, filled with points of view from various people and individuals, both known and unknown, giving it more like a diary or a journal than actual history text book style. It talks of the Cycles, Epoch were each Titan held sway for a time, then giving way to another. Then comes the talk about the various empires that have ruled the lands around Ghelspad. This chapter also has numerous side bars, discussing the various calendars used, the phases of the two moons in the Scarred Lands, and also a language section which I thought was very interesting. Originally I thought they would just stick with the usual Common, orc and such. Suffice to say the changes I enjoyed a good bit, even though it will probably confuse some players. There's also a side bar discussing the actual definition of titanspawn. Really is just a phrase used, but if you have something (say like the Mithril Knight Pr-class) that affects such thing, it just refers to a creature's religious belief. The last two pages before the section on languages gives us a good update of how things have progressed since the release of the Ghelspad Gaz. Definately a worthwhile addition.</p><p></p><p>Chapter two deals with the most important aspect of the Scarred Lands, that being the gods and the Titans. There's a lovely side bar and easy to understand who fits where, in terms of typical worshippers. Of course the chapter goes on in detail discussing divine versus arcane magics as well as delinating that all druids worship a titan, even though they are not directedly tied to that specific titan. Next come a familiar aspect, that of invocation benefits. For those that don't have the book "The Divine and the Defeated", these are benefits a god can grant to someone that prays to him. For Corean, it can give him an extra +1 to hit on attack roll, or a fire based skill/craft skill. For Hedrada, Sense motive checks or Will saves. It goes on to list more but you get the idea. Then comes the section on the Eight Victors plus Denev, who the gods ask to revere. Also in there are the 12 titans. What I liked about the section on the titans was the fact their sigil/symbol was also given, something that wasn't talked about before in the Divine and the Defeated. </p><p></p><p>Chapter three deals with the countries of Ghelspad. While there are many, all follow the same basic pattern of name, population, type of Government, the rulers name (if any), a major capital as well as major cities, languages common to that country, state saction religions, currency, resources, allies, and enemies. Afterwards, there's the history of the country, it's geography (and any specific features like rivers, forests or other major geographic features), Flora and Fauna (just some idea of the wild life there as well as any monsters that might be running around in that place), People (their physical appearance as well as some general characteristics), Culture, Crime and Punishment, Religion (basic attitudes towards the gods and any god they might worship or hold dear), plus armed forces as well as listing of cities. What I enjoyed was the Crime and Punishment sections. Here a DM could CLEARLY have an idea of what kind of laws were enforced, the cost of such infractions, as well as if the reactions of people to such crimes. Another was their deal with religions. Some, like Calastia, enforce heavily the tenents and worship of Chardun, the Slaver (LE god of Slavery, War and Domination). While others are often open to all the gods, such as Darakenee, who hold all gods as equal in respect and worship. (Though the lands of Wexland are one of the exceptions and you can thank the book "Champions of the Scarred Lands" Anthology for that. Just read the short story "Three Dreams of Belsameth" to understand what I mean.) One of the more interesting features is that former city state, Fangsfall, is now it's own country. Guess it pays to have Mithril Knights working for you. </p><p></p><p>Chapter Four deals with the city states. While these places aren't quite countries, they are significant, since some are founded for their deities, like Hedrad and Mithril, while others are just solid places/ports of call, like Rahoch and Shelzar. Of course the ones I like the most are Hollowfaust (which has been reviewed here) and the Lost city of the Assathi. Certainly I never expect THAT one in there. Again the information on the city states reads much like chapter three, with maybe a few things missing. </p><p></p><p>Chapter Five and Six deal with significant geographical locations as well as some ruins, like the now defunct city of Non. Here you can read about the vast desert of the Urkudran or the perilous Blood Steppes. You can also find out a good bit of what might be going on in places like the dangerous yet living place of Hornsaw, or the reviving lands of the Stricken Forest. Each one is not as detailed as the previous chapters, but you get a good feel for what's going on there as well as what the local wildlife is like. </p><p></p><p>The appendix has a listing of some new Pr-classes. They are described in good detail. They are as follows:</p><p></p><p>Aerial Cavalier (a very skilled rider of the winds as well as able to fight well in the air)</p><p>Brotherhood of the Scarred Hand (a sect of mostly druids but some monks as well dedicated to proving that no all titans besides Denev are depraved or indifferent, using their own bodies to conduct healing energies, or that of others at times.)</p><p>Forgemasters (A select number of experts that honor Corean and thus gain his blessing by being able to craft powerful weapons and armors, along with other forged items)</p><p>Gold Knight (One of the Swords of Corean, a paladin/cleric order dedicated to his ideals of healing as well as protecting those in his care.)</p><p>Iron Knight (Another of the Swords of Corean, these are master forgers as well as skilled in warfare and siege combat.)</p><p>Keeper of the Eternal Flame (An order devoted to helping keep the good ties between Corean and Madriel, they are seen as a beacon of hope in a beleagued land, using their fire based/holy abilities to keep hope alive.)</p><p>Knight of the Morning Sky (A NG/CG type paladin that fights for the Order of the Morning Sky, a clerical sect of Madriel's will.)</p><p>Renewer (Champions of Denev's will to restore the nature order of things, fierce in the face of unnatural creatures and creations of the other titans.)</p><p></p><p>Overall, this is a great book and very worthy of 5 out of 5. Though there's not a section on the races nor anything about any new feats, what keeps you going ISN'T the crunch. It's the fluff, the organic nature of the book. Thus if you want a book that tells you Dms out there what the Scarred Lands is about, this is the book for you.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009381, member: 18387"] For many people, we all look for an inclusive book when we search for campaign setting. Something that stands out and says "Hey READ ME! I'm good for understanding what's going on in this place!" Certainly the Forgotten Realms Campaign setting and then later the Kingdoms of Kalamar Campaign Setting, were examples of that. There have been a couple other d20 products that have attempted this. And now, after months of waiting, we faithful fans of the Scarred Lands, finally get a comprehesive view of this setting in the Scarred Lands Campaign Setting: Ghelspad. I will admit, it's not quite what I was expecting, but then I guess that's why I like it so much. Certainly unlike the FRCS, it's not a listing of new races, new feats, spells and new domains, along with monsters and such. But what it IS, is a comphesive history and guide for Dms looking for a way of making the Scarred Lands/Ghelspad stand out as well as being a guide for how the setting works. The cover is just a smaller version of the one on the inside leaves. The map itself is fairly detailed, at least compared to the old Ghelspad Gazetter. The regions are a little more clearly delinated, as well as the names for many of the places that weren't mentioned or noticed in the first pull out map for Ghelspad/Scarred Lands. The interior art is very nice, ranging from fairly good (such as the picture of lines of slaves in Dunahae) to extremely good (such as the pciture of the Orcs fighting each other on the section on Scorched Rock around the Blood Basin.) The cartography, in regards to the cities and the city states, well I wish they had done more maps for them, but other wise not too shabby. Chapter one is the History of the land of Ghelspad. This was definately not what I was expecting. Certainly it's not a dry read, but a very MEATY read, filled with points of view from various people and individuals, both known and unknown, giving it more like a diary or a journal than actual history text book style. It talks of the Cycles, Epoch were each Titan held sway for a time, then giving way to another. Then comes the talk about the various empires that have ruled the lands around Ghelspad. This chapter also has numerous side bars, discussing the various calendars used, the phases of the two moons in the Scarred Lands, and also a language section which I thought was very interesting. Originally I thought they would just stick with the usual Common, orc and such. Suffice to say the changes I enjoyed a good bit, even though it will probably confuse some players. There's also a side bar discussing the actual definition of titanspawn. Really is just a phrase used, but if you have something (say like the Mithril Knight Pr-class) that affects such thing, it just refers to a creature's religious belief. The last two pages before the section on languages gives us a good update of how things have progressed since the release of the Ghelspad Gaz. Definately a worthwhile addition. Chapter two deals with the most important aspect of the Scarred Lands, that being the gods and the Titans. There's a lovely side bar and easy to understand who fits where, in terms of typical worshippers. Of course the chapter goes on in detail discussing divine versus arcane magics as well as delinating that all druids worship a titan, even though they are not directedly tied to that specific titan. Next come a familiar aspect, that of invocation benefits. For those that don't have the book "The Divine and the Defeated", these are benefits a god can grant to someone that prays to him. For Corean, it can give him an extra +1 to hit on attack roll, or a fire based skill/craft skill. For Hedrada, Sense motive checks or Will saves. It goes on to list more but you get the idea. Then comes the section on the Eight Victors plus Denev, who the gods ask to revere. Also in there are the 12 titans. What I liked about the section on the titans was the fact their sigil/symbol was also given, something that wasn't talked about before in the Divine and the Defeated. Chapter three deals with the countries of Ghelspad. While there are many, all follow the same basic pattern of name, population, type of Government, the rulers name (if any), a major capital as well as major cities, languages common to that country, state saction religions, currency, resources, allies, and enemies. Afterwards, there's the history of the country, it's geography (and any specific features like rivers, forests or other major geographic features), Flora and Fauna (just some idea of the wild life there as well as any monsters that might be running around in that place), People (their physical appearance as well as some general characteristics), Culture, Crime and Punishment, Religion (basic attitudes towards the gods and any god they might worship or hold dear), plus armed forces as well as listing of cities. What I enjoyed was the Crime and Punishment sections. Here a DM could CLEARLY have an idea of what kind of laws were enforced, the cost of such infractions, as well as if the reactions of people to such crimes. Another was their deal with religions. Some, like Calastia, enforce heavily the tenents and worship of Chardun, the Slaver (LE god of Slavery, War and Domination). While others are often open to all the gods, such as Darakenee, who hold all gods as equal in respect and worship. (Though the lands of Wexland are one of the exceptions and you can thank the book "Champions of the Scarred Lands" Anthology for that. Just read the short story "Three Dreams of Belsameth" to understand what I mean.) One of the more interesting features is that former city state, Fangsfall, is now it's own country. Guess it pays to have Mithril Knights working for you. Chapter Four deals with the city states. While these places aren't quite countries, they are significant, since some are founded for their deities, like Hedrad and Mithril, while others are just solid places/ports of call, like Rahoch and Shelzar. Of course the ones I like the most are Hollowfaust (which has been reviewed here) and the Lost city of the Assathi. Certainly I never expect THAT one in there. Again the information on the city states reads much like chapter three, with maybe a few things missing. Chapter Five and Six deal with significant geographical locations as well as some ruins, like the now defunct city of Non. Here you can read about the vast desert of the Urkudran or the perilous Blood Steppes. You can also find out a good bit of what might be going on in places like the dangerous yet living place of Hornsaw, or the reviving lands of the Stricken Forest. Each one is not as detailed as the previous chapters, but you get a good feel for what's going on there as well as what the local wildlife is like. The appendix has a listing of some new Pr-classes. They are described in good detail. They are as follows: Aerial Cavalier (a very skilled rider of the winds as well as able to fight well in the air) Brotherhood of the Scarred Hand (a sect of mostly druids but some monks as well dedicated to proving that no all titans besides Denev are depraved or indifferent, using their own bodies to conduct healing energies, or that of others at times.) Forgemasters (A select number of experts that honor Corean and thus gain his blessing by being able to craft powerful weapons and armors, along with other forged items) Gold Knight (One of the Swords of Corean, a paladin/cleric order dedicated to his ideals of healing as well as protecting those in his care.) Iron Knight (Another of the Swords of Corean, these are master forgers as well as skilled in warfare and siege combat.) Keeper of the Eternal Flame (An order devoted to helping keep the good ties between Corean and Madriel, they are seen as a beacon of hope in a beleagued land, using their fire based/holy abilities to keep hope alive.) Knight of the Morning Sky (A NG/CG type paladin that fights for the Order of the Morning Sky, a clerical sect of Madriel's will.) Renewer (Champions of Denev's will to restore the nature order of things, fierce in the face of unnatural creatures and creations of the other titans.) Overall, this is a great book and very worthy of 5 out of 5. Though there's not a section on the races nor anything about any new feats, what keeps you going ISN'T the crunch. It's the fluff, the organic nature of the book. Thus if you want a book that tells you Dms out there what the Scarred Lands is about, this is the book for you. [/QUOTE]
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