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[Scarred Lands] Got the Strange Lands book
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<blockquote data-quote="Zelda Themelin" data-source="post: 1886596" data-attributes="member: 167"><p>Oh, nice you like change, but my problem is that change is just put because someone who put it there wanted to see same Orcus-connection (or chaotic evil undead thing) as you, and didn't have guts to tell anyone the real reason.</p><p></p><p>It's a bit like someone changes name of minor character in the middle of book series, and doesn't bother to say it happened.</p><p></p><p>Or like the spelling change of Essence in Shadow World books (by ICE games at the time) long ago into "cooler" form. They re-writed history of cosmos too with Emer-boxed set, but at least they had guts to put some half-metagamish wise-ass remark there "I changed my mind" by empress something (don't recall the name, names were really hard to spell in that world).</p><p></p><p>I know how you feel about Orcus. Mine personal favourite is Graz'zt, but I woudn't want to port him out of my Greyhawk cosmos. I like my unique things unique, you see. This is why changing scarred lands to avarage typical D&D fantasy-world sucked for me big time.</p><p></p><p>Mmh, Orcus's wand was such a cool artifact during 1st edition ad&d, I was fun of touch it and die effect. Made it seem, well real relic.</p><p>How 3rd edition handles artifacts is way to lame for me.</p><p></p><p>My idea of scarn is high magic, high monster, low on normally working magical items, but not not so low item-count if you go to right places or steal/get them as favor/by killing from some npc:s /monsters.</p><p>Ancient ruins, oh yes. My dm prefers Slarecian ones, I prefer a bit less alien ones when I am dm.</p><p></p><p>Divane powers aren't in our games dependant on mortals worshipping them, but pretty addicted to it instead. Mortals didn't create them, titans did. Scarn is not Discworld and Small Gods by Piers Anthony.</p><p></p><p>Oh, yes, if anyone didn't check there, this is what</p><p></p><p>KCHRISTOPHERUS says about Strange Lands at White Wolf forums:</p><p> anyone who has the book want's to mention something more?</p><p>"</p><p>There is a wealth of new spells (60), feats (39, some are totem feats w/ special rules), magic items and other items, and creatures (73). There are some new playable race descriptions (5: Wrack Elves, Ubantu, Kobolds, Tatsuri [aka dragonmen; appearancewise they have some varied dragon traits], Winter Gnomes, and some wild prestige classes too (5: Acolyte of the Shell [i.e., Asherak tortoise], Adept of the Rent Shield [Vangal devotee and arcane spellcaster w/ a martial twist and heavy feat requirements, including proficiency w/ a battleaxe?!], Avatar of Chaos [basically an Enkili devotee and divine spellcaster w/ luck, storm immunity and causing, cause strife, and summon elemental abilities], Unseen Eye [assassin/inquisitor devoted to the lawful clergy of an Asheraki theopoli], and Ice-walker [cold lands twist on a ranger (ranger spell list access included and then some: all spells with cold descriptor) w/ turn/command/rebuke ability against creatures w/ cold/fire subtype). Plus, there are 4 new true rituals and 3 magical tatoos (the latter based on the Dragon Lands).</p><p></p><p>Page numbers for the history, place, etc. descriptions for each land are as follows: 8-28 Asherak, 72-84 Dragon Lands, and 112-116 Fenrilik. Just how limited that aspect of the book is I can't say yet. What I've skimmed through has contained some very interesting ideas, though. "</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 1886596, member: 167"] Oh, nice you like change, but my problem is that change is just put because someone who put it there wanted to see same Orcus-connection (or chaotic evil undead thing) as you, and didn't have guts to tell anyone the real reason. It's a bit like someone changes name of minor character in the middle of book series, and doesn't bother to say it happened. Or like the spelling change of Essence in Shadow World books (by ICE games at the time) long ago into "cooler" form. They re-writed history of cosmos too with Emer-boxed set, but at least they had guts to put some half-metagamish wise-ass remark there "I changed my mind" by empress something (don't recall the name, names were really hard to spell in that world). I know how you feel about Orcus. Mine personal favourite is Graz'zt, but I woudn't want to port him out of my Greyhawk cosmos. I like my unique things unique, you see. This is why changing scarred lands to avarage typical D&D fantasy-world sucked for me big time. Mmh, Orcus's wand was such a cool artifact during 1st edition ad&d, I was fun of touch it and die effect. Made it seem, well real relic. How 3rd edition handles artifacts is way to lame for me. My idea of scarn is high magic, high monster, low on normally working magical items, but not not so low item-count if you go to right places or steal/get them as favor/by killing from some npc:s /monsters. Ancient ruins, oh yes. My dm prefers Slarecian ones, I prefer a bit less alien ones when I am dm. Divane powers aren't in our games dependant on mortals worshipping them, but pretty addicted to it instead. Mortals didn't create them, titans did. Scarn is not Discworld and Small Gods by Piers Anthony. Oh, yes, if anyone didn't check there, this is what KCHRISTOPHERUS says about Strange Lands at White Wolf forums: anyone who has the book want's to mention something more? " There is a wealth of new spells (60), feats (39, some are totem feats w/ special rules), magic items and other items, and creatures (73). There are some new playable race descriptions (5: Wrack Elves, Ubantu, Kobolds, Tatsuri [aka dragonmen; appearancewise they have some varied dragon traits], Winter Gnomes, and some wild prestige classes too (5: Acolyte of the Shell [i.e., Asherak tortoise], Adept of the Rent Shield [Vangal devotee and arcane spellcaster w/ a martial twist and heavy feat requirements, including proficiency w/ a battleaxe?!], Avatar of Chaos [basically an Enkili devotee and divine spellcaster w/ luck, storm immunity and causing, cause strife, and summon elemental abilities], Unseen Eye [assassin/inquisitor devoted to the lawful clergy of an Asheraki theopoli], and Ice-walker [cold lands twist on a ranger (ranger spell list access included and then some: all spells with cold descriptor) w/ turn/command/rebuke ability against creatures w/ cold/fire subtype). Plus, there are 4 new true rituals and 3 magical tatoos (the latter based on the Dragon Lands). Page numbers for the history, place, etc. descriptions for each land are as follows: 8-28 Asherak, 72-84 Dragon Lands, and 112-116 Fenrilik. Just how limited that aspect of the book is I can't say yet. What I've skimmed through has contained some very interesting ideas, though. " [/QUOTE]
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[Scarred Lands] Got the Strange Lands book
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