Tomes and Libraries - Secrets of the Written Word

Magic and words have always been connected. It is frequently the thunderous syllables of arcane language that empower the magician’s will, enabling him to work wonders of magic. Even the word ‘spell’, with its connotation both of a magic formula and of arranging letters in the right and proper way, shows the intimate connection of language with magic. The old word for a book of spells, a ‘grimoire’ is etymologically connected with ‘grammar’. So, to arrange words or letters in meaningful patterns is the same fundamental process as making magic.

Those who work with magic in a written form, such as wizards and clerics, have a great respect for books. Many wizards in particular feel a strong desire to be surrounded by them, an urge that seems unrelated to the wisdom and power the books may contain. This may be down to an intuitive reverence for written material. Books are, after all, a small miracle in themselves, preserving the emotions and imagination of people thousands of years dead, enabling scientific genius to be passed down from one generation to the next.

Libraries are thus far more than mere collections of volumes. Socially, they have served as the storehouse for the collected wisdom of the tribe, or even of a whole civilization. When information is entrusted to a recording medium instead of to oral traditions, the library becomes the memory of the people. If that culture should die out suddenly or descend into decadence, the written records are often all that is left of them, a symbolic skeleton for the researchers of the future to pick over. Ancient, powerful secrets are stored in libraries; ancient dread and danger, too.

Tomes and Libraries – Secrets of the Written Word is another volume in the Encyclopaedia Arcane series, focusing on libraries and the tomes within them, both mundane and mystical. Designed for easy integration with any fantasy-based D20 games system, the Encyclopaedia Arcane series does far more than merely introduce new spells or items to extend existing magic-using character classes. Instead, each book covers wholly new forms of magic or details aspects of magic-using characters’ lives in extensive detail, adding fresh dimensions to campaigns. Such information is not intended solely for the Games Master to use in association with non-player characters, however. Each book of the Encyclopaedia Arcane gives full details for players themselves to try the new systems presented, along with plenty of information to aid the Games Master in the introduction of each book into his campaign.

Although wizards and libraries are so often connected, very little time has been spent on exploring the function and powers of the library. Libraries usually turn up as scenic backdrops or repositories for purely magical resources, whereas there are more potentially useful books in a library than there are supplies in an adventuring gear shop. We will therefore be taking a long overdue stroll down the library aisles and finding out how to use its stored wisdom to our best advantage. Magic-using characters, who have more of a natural inclination towards reading than characters of other classes, will find an abundance of new ways to apply the knowledge set down in their books – and a whole lot of new books to go searching for!

Players of any class who prefer to use their brains as well as their sword arms will find new roles to play and new ways to tackle the challenges they encounter. Strength can see you through a tough battle, health can keep you standing when you are wounded and luck can sometimes get you out of trouble; but knowledge can trump any of these, because knowledge can find ways of applying strength more efficiently, avoiding wounds in the first place and substituting a blind trust in fate with advance planning. You will never look at a library in the same way again.
 

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Encyclopaedia Arcane: Tomes and Libraries - Secrets of the Written Word
By Adrian Bott
Mongoose Publishing product number 1019
64 pages, $14.95

Author Adrian Bott, in the latest of the Encyclopaedia Arcane books, has the unenviable task of trying to make doing research in a fantasy RPG interesting. Surprisingly, he accomplishes his goal. Tomes and Libraries takes what many would consider to be a dry and rather boring subject and breathes new life into it.

The book is broken down as follows:
  • Introduction: the link between writing and magic
  • Tomes and Libraries - An Overview: different writing materials, hand-written and printed books
  • Libraries and Their Contents: the differences between wizardly, noble, public, guild, bardic, clerical, and private libraries
  • Library Sections: the different sections and subsections one might find in a given library
  • The Art of Research: an easy-to-use formula for doing research in a library to answer a general or specific question, plus researching unknown spells and possible research mishaps
  • The Rewards of Study: learning from manuals and reference books, plus a sample of definitive works on given topics
  • Making Magic Items: augmentations on magic items during their initial construction
  • Tomes of Magic & Other Curiosities: 32 magic items dealing with books and libraries, plus 3 artifacts
  • Customizing Libraries: different things one might find in a library (like secret rooms and guardians), and the hazards of storing too many spellbooks in one area
  • Help For Games Masters: getting your players to have their characters do research in libraries
  • Rules Summary: the research rules and associated chart
  • Designer's Notes: Adrian Bott's thoughts on writing this book
The cover artwork, by Jon Hodgson, depicts a daring female thief hanging upside-down on a line, stealing an important tome from a wizard's library while the wizard snoozes in a chair. The color palette is primarily greens and browns, making for a rather cozy little library. Detail is good, with plenty of ornamentation, and the tomes on the shelves look appropriately weathered and ancient.

The inside covers are both used for advertisements - rather a pity, as the inside front cover has often held some of the best artwork in previous Encyclopaedia Arcane books. The interior artwork is rather sparse, being only 14 illustrations by 5 different artists, and many of them having absolutely nothing to do with the subjects of books and libraries. It's almost as if Mongoose felt there had to be so many pictures in the book regardless of their content. This is especially surprising since most of the book is printed in a smaller-than-normal font size. Had they gone with the normal font size I'm sure they could have filled up the book without the off-topic pictures. Oh well, think of it this way - you're still getting some decent artwork, and the smaller font size only means that you're getting more words for your money!

Adrian Bott has a well-polished writing style, capable of discussing the topic at hand in a scholarly fashion while still interspersing enough humor to keep it interesting. (Apparently he's a bookshop owner when he's not writing game supplements, so perhaps this "insider's view" has benefitted him in this regard.) I was struck by his expertise on the subject as early as page 2, when I read the following sentence, which I'll quote verbatim:

Even the word "spell," with its connotation both of a magic formula and of arranging letters in the right and proper way, shows the intimate connection of language and magic.

I found that observation to be quite profound. He's also well-versed on the d20 game mechanics, as the various formulas he concocted for doing library research are not only up to par but balance on the fine line between "too simple" and "too complex." No DM wants to have to determine ahead of time what exact books are found in each library his players' PCs enter, and with the guidelines in this book, no DM has to. I found the research rules to be very concise, and will be implementing them immediately in my own campaign.

Proofreading this time around had taken a much-wished-for turn for the better. While there were still a few errors (several periods missing from sentences, the word "which" used in place of "wish," an extra "l" in the word "literate," the word "ancient" missing from a sentence), their number has gone noticeably down from previous books. Kudos to proofreader William James, and let's all hope the trend continues.

There were also some editing oddities, like font sizes changing from one paragraph to another in several places, but these weren't too distracting (just odd). A hint for future books, though: when a table or chart goes on for several pages, it's generally a good idea to reprint the column headers at the top of each page. The Library Sections chart on pages 15-17 could have used the column headers on its last two pages. Also, on the chart showing the maximum number of augmentations allowed in magic items of various types, there was no number listed for rods. (I'd be willing to bet the maximum number is 2, though.) I'd also recommend not referring to other chapters in the style of "(see chapter 3)" or "(refer to chapter 8)" when the chapters themselves are not numbered. Otherwise, you force the reader to head back to the Table of Contents page and count the chapters listed, while puzzling whether or not to count "Introduction" as the first chapter or not. (Apparently it is.)
One thing I did have trouble understanding: a "wad" is a coverless collection of loose papers fastened together somehow. Apparently, they're usually no larger than "A4 size." What in the world is A4 size? I don't know if this is just some British term (Mongoose Publishing being a British company) or some terminology patently obvious to those in the bookbinding business but not as apparent to simple laymen like myself. Until I hear otherwise, I'm going to assume it means the size of a standard sheet of paper (8.5 by 11 inches). It probably wouldn't have any game impact anyway.

I liked the fact that there were numerous examples throughout the book. I noticed, however, that while "browsing the shelves" can only be used to answer general questions (not specific ones), one of the two examples given is a specific question. I also liked the fact that Adrian uses specific names for the authors of the definitive works and refers to specific places and empires. These are well-named, by that meaning they roll off the tongue nicely, sound plausible, and yet are "generic" enough that they could be used in most campaigns as-is. Not everyone has the gift for authentic-sounding names; Adrian's got it, and I'm glad to see he does.

The magic items were well thought out and made logical sense for the most part, although I was a little sceptical about the vampiric books that "eat" other books. I suppose that would work in some campaigns; I thought it was a little too silly for me to want to use in mine. Still, one of the most useful (and creative) ideas in the whole book - my opinion here, naturally - is that of magic item augmentation. Many of these ideas are simply beautiful, making any given magic item feel "unique" and not like something that was mass-produced. Many of these ideas are so useful - again, I'm talking from a logical perspective here, thinking about what people commissioning magic items would want to be able to do with them - that I'm surprised I haven't seen similar concepts in a game book before.

Congratulations to Adrian for a job well done. He took an intimidating subject and crafted a 64-page book out of it, one I feel that many will want for their own libraries.
 

A4 paper mostly found in Europe. It is slightly longer (1/2 in) and narrower (1/4 in) than Letter sized paper (standard 8.5x11). When you work with paper it can be easy to forget that most people don't know paper sizes.
 


The cool thing about an A4 paper is that it fits snuggly into a E4 envelope. Folded once it fits into a D4 envelope. Folded twice it fits into a C4 envelope.

Basically an A0 paper is a meter squared (in a rectangle). An A1-paper is an A0 folded once. An A2 is an A0 folded twice. Therfore an A4 is a meter squared worth of paper folded four times. Neat.

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The A-series is an international standard developed in France in 1798.
 

"...The A-series is an international standard developed in France in 1798."

WOW! That is the most interesting thing I've read here in weeks! I am completely serious!

The new D20 concept game? Paper standards and the Apacolypse! Perhaps a prestige class, or new skill feat? The mode o' paper guy. +2 to recognize standards of paper. +4 if in cubicle setting? This could rival orc vs pie...
 

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