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I would just like to point out that neither me, Eric Boyd, or Ed Greenwood slid Jester47 any cash under the table to write such a glowing review.

I love you man... *sniff*
 
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I'm in the middle of SK right now (reading it front cover to back cover... something I rarely do nowadays), and it's the best FR sourcebook I've read in a long while.
 

Here's a link to the review.

As long as we've got one of the book's authors here... (?) I bought Serpent Kingdoms mainly for the yuan-ti info, and found it kind of lacking. There was all this information on their culture and what-not, but... How long do purebloods, halfbloods, and abominations live? What's their life cycle? Where do they come from (as in, how is a particular type of yuan-ti created? can different types interbreed?). I really felt like there was some other book, Serpent Races 101 or something, that I missed but that Serpent Kingdoms assumed that I'd already read.

I was also disappointed that in the front, the XPH is mentioned, and including new psionics stuff would seem to be a natural with the yuan-ti (and other recent WOTC books like Races of Stone and Frostburn have had some psi content), but there was nothing actually in there.

Otherwise, it's a decent book.
 

What's their life cycle? Where do they come from (as in, how is a particular type of yuan-ti created? can different types interbreed?)
Well, I thought answeres to these questions were at least implied in the book. The lifecycle is similar to regular reptiles, with long lifespans that can be extended through periods of torpor. All yuan-ti except tainted ones and broodguards hatch from eggs (hence the whole broodguard thing). They can interbreed, and the resulting yuan-ti has an equal chance of being the same as either parent (which is why not all yuan-ti are abominations). An individual yuan-ti can move up in the hierarchy (pureblood to halfblood, halfblood to abomination, abomination to anathema) through magical experimentation, grafting, and rituals to Sseth.
 

To pick on one sentence of this review:
Its generic appeal is limited as there is not much crunch.
There's no inherent reason why a non-Realms DM would find rules information more appealing (and transferrable) than ideas and setting information. That's just a dogma of the current d20 culture.
 

Faraer said:
There's no inherent reason why a non-Realms DM would find rules information more appealing (and transferrable) than ideas and setting information.

That really depends on the nature of the ideas and setting information, doesn't it? If there is something as simple as a placeholder where I can insert deities, races, or nations of my game, then it is hightly transportable (this is why I don't beleive in common assertions about CC II's world-specificness.) More complex and multiple inter-relationships with other facets of the campaign will obviously be less portable as you would essentially have to import big chunks of the realms into your game where it doesn't fit.
 


Spatula said:
How long do purebloods, halfbloods, and abominations live? What's their life cycle? Where do they come from (as in, how is a particular type of yuan-ti created? can different types interbreed?).
Sorry, but you would need to talk to Ed about the Yuan-ti. The sections I wrote were the Sarrukh, the hidden folk, lizards, some of the monsters, and two of the adventure locations.
 

Faraer said:
There's no inherent reason why a non-Realms DM would find rules information more appealing (and transferrable) than ideas and setting information.

I know you're not kidding, but it sure sounds like you are. The setting and the "setting information" are the same thing. If I don't want to use the Forgotten Realms setting, I don't use that "setting information." By definition that makes at least part of the text not "transferrable."
 

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