Wonders Out of Time

"Wonders Out of Time", a product by Eden Studios, tries to address an age old problem some Dms encounter. How to build an interesting setting and yet make it different from other settings. While it doesn't require you to change a lot or a little of your world, "Wonders Out of Time", does take a little creative thinking on how to extroplate certain things in the vignettes that are offered here. The basic premise of this book is about an ancient culture, based a little on the Romans/Greeks in terms of architechure, that was destroyed by roving barbarians. In each section, the book details specific sites that can be used for different purposes. While it would seem simple enough to do, I personally was struck by thinking "well why would some one just let a good farm house be used by goblins?" or "Ruined Temples usually aren't home to Dire Bears...." In any case, I do like the linking ideas and some of the recommendations used in this book. The third section of the book deals with different magical items and little something called Metherian Red Magic. I found this section a little sketchy to understand completely. But the basic premise is this: can cast spells like sorcerers. But any one can use the magic. Cannot cast spells above 3rd lvl. To cast a spell costs 2 hp per spell level used. Thus you could cast two fire balls and do 12 points to cast it, even if you're just a fighter. The items though were of decent quailty. I do think though Relics and Rituals[/b][/u] is a far better choice if you want to implement different items. The four section, deals with different monsters used in this book. My main gripe is with the Royal Golems. They get improved evasion instead of just evasion. Is me or do Golems strike anyone else as being a little too slow to gain evasion? Other than the monsters in here aren't all that remarkable. The final section details a Pr class that some might like. The centurian has basically the benefits of a rogue (evasion, improved evasion) and a fighter (choice of feats at 1st, 4th, 7th, and 9th), PLUS a choice of other interesting feats that can, raise his max dex bonus when wearing light/medium armor, adding to his init, adding to his reflex save, and skill mastery as well. What really irks me though about this class is the use of opportunist, a feat/ability FROM Sword and Fist, that is also gained by this PR class. Someone should have Eden Studios look that over again. Other than though, it's a fairly good prestige class.

I have moderate gripes about this book, in terms of actual game useage. For example, the temple that is used, while helpful to gain access in one part, doesn't accomplish much IF you only use that. Another gripe I had was some of the choices used in determining effects, like the fact a officer's gaidus can use shocking grasp instead of just making it a shocking burst weapon. Same is also true, as I stated before, about the golems and that use of Opportunist. In any case, it's not a bad book, but those are just my gripes. It's still not a bad thing to add to your collection...IF you can get past what I consider some meduim sized flaws.
 

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Just to clarify, the opportunist ability is found on page 48 of the PHB.

To address the comment about how the author of this review was " struck by thinking 'well why would some one just let a good farm house be used by goblins?' "...well, that's the entire point of the Odyssey line, at least as I see it. They're not looking to spoon feed you everything...they want you to ask questions like that and come up with answers that make sense for your campaign.
 

First of all, thanks for clarifying that opportunist ability.

Secondly, while I can understand that, I guess my gripe with it, I don't see goblins being able to take over something THAT huge and still keep hold of it. In any case, I think it's just a matter of opinion right now. I don't think the Odyessey line is bad. I just think it could be streamlined a little more.
 

Beware! This review contains major spoilers.
This is not a playtest review.

Price: $9.95
Pages: 48
Price per page: About 20 cents per page
Designed for characters of level: 1-12

Format: Softcover

External Artwork: The style is a mix of cartoon and expressionism. Unusual but not something I liked. It seems to depict a character casting a fireball at two oncoming golems.

Additional Page Use: The back page gives an introduction and overview of the module (a series of vignettes (short essays) regarding remnants and ruins of the ancient Merithian empire). Both inside covers are blank. The first page is credits and contents, the last three pages are adverts and the OGL.

Internal Artwork: The internal artwork consists of black and white sketches relevant to the text by Kieran Yanner. I like his style, and all his work is high-quality stuff.

Maps: The computer-generated maps are clear and practical.

Text Density: The density is fairly good, well laid out, with only occasional amounts of white space (particularly in the new items section at the end). The margins are average size.

Text style: The style is intelligent and concise. There are only occasional typos and the content remains relevant to the theme.

Whats Inside: Wonders Out Of Time is essentially a background to, and series of ruins and remnants from, the ancient Merithian Empire, which fell 1000 years in the past. The module itself states: "The Merithian Empire is loosely based upon the Roman culture". Some of the six locations detailed can be visited more than once to reveal further secrets, and are in fact designed to be run this way. The focus tends to be exploration and investigation into the secrets revealed about the lost empire, but there are plenty of opportunities for combat and skill use, as well as traps and puzzles.

After a brief introduction and summary (1 page), the module discusses The Merithian Empire and its possible use in your campaign (3 pages). The advice is to use it for more investigative or puzzle-orientated side events to your main plotline, as there is an archaeology twist to each of the vignettes. It can also be used to tie in with your campaign history to give a more believable sense of antiquity. The main part of the section is dedicated to topics related to the Merithians - Merithian History, Culture and Art, Heroes, Religion, Ruins and Artifacts, and Magic. Each subsection includes an interesting snippet of information with an accompanying DC for a Knowledge (History) skill check. The GM is encouraged to develop his own aspects of what is known about the Merithians and adjust the DCs to reflect how much information is widely known of their culture. The section finishes with some suggestions for other Merithian-linked encounters.

Perinocles' Manor is detailed in the next section (7 pages). The manor is the ruined home of a notable Merithian wizard who became insane during the time of the fall of the Merithian Empire, killing all his students in a fit of paranoia. The wizard locked his greatest secrets in an extra-dimensional deathtrap. The PCs may explore the manor itself (as 1st-3rd level characters). The manor is protected by a preservation spell, and as such any non-living object shows no signs of aging. The manor is guarded by spider-like bone constructs (new monster: bone guardian). The manor is detailed on a room-by-room basis and PCs can discover the grisly murders of the students, trigger the harmless ink-spraying traps that detected if the wizards' students were stealing from each other, and may discover a range of treasure including a cursed ring of arachnophobia, which could provide lots of fun. However, thats not the whole story. There is also a 'Shade Manor' (designed for characters of levels 9-12) that the PCs can only access using a ritual that can be discovered in one of the later vignettes. The shade manor protects Perinocles' secret library and is protected by a blast trap, an air elemental, and a large marble golem (new monster: royal golem). In the library, the characters can find a magical gladius, a ring of 3 wishes with one wish left, and a set of scrolls describibg the process for constructing bloodscrolls, scrolls that require blood to activate. Bloodscrolls only hold Merithian Red Magic spells, a new type of magic that infuses spells into recipients, allowing anybody with at least a +1 Int bonus (even fighters) to cast a spell as if it was an innate ability. However, the spells can only be a maximum of 3rd level, and the recipients hit points are reduced by 2 per level of the spell permanently (by 1 if an arcane caster). Non-arcane casters are also limited to casting at 1/2 their level (full level for arcane casters) and are limited to a maximum number of spells equal to their Int bonus (twice Int bonus for arcane casters).

The Merithian Farm is the title of the next section (4 pages). This location is a ruined Merithian farmstead taken over by a group of goblins and two ogre leaders who worship the goddess Akrasia (see Eden Odyssey's Akrasia, Thief Of Time module). As in all the vignettes, an introduction and some possible character hooks are given, and some advice on using the vignette. The PCs (levels 2-4) are up against it if they go in with swords raised - this is a scenario better dealt with by stealth and intelligence. If they can rid the farm of the humanoids, they may discover a braingem (new item: make a Will save or the gem causes the PC to stick it into their forehead where it sinks in and begins to force them to attack all around them) and some Merithian high-yield grain (ideas for future use of this unusual 'treasure' are explored).

In The Lost Merithian Fortress (5 pages), bandits have taken over and built up defences around a ruined Merithian fort. They use the base to raid from, demand tribute from local villages and kill the local spiders for their venom. All these aspects can serve as adventure hooks. The PCs must again use stealth to defeat the bandits, and may gain a map showing the location of the Merithian temple (deailed in the following vignette). This vignette is suitable for characters of levels 3-6.

The Merithian Temple (5 pages) in the next section details a ruined temple dedicated to physical training which now serves as the lair of a dire bear and houses the unquiet spirits of the Merithian priests who died in the temple aeons ago (new monster: shackled spirit, carries a burden - if that burden is taken from the whining spirit, the recipient in turn becomes a shackled spirit). Here, the PCs may discover a scroll describing a ritual that allows them to enter the shade manor in the Perinocles' Manor section, but requires a final piece of the informational jigsaw that can be discovered only in the City of Derimos (see below). This vignette is suitable for characters of levels 5-8.

The Great Library (3 pages) is a Merithian library buried in a mudslide centuries ago, and recently discovered by accident. The PCs are employed to enter the library where they must face a Royal Golem before gaining access to a wealth of knowledge regarding the Merithians, including a clue to the location of the lost capital of the Merithians, Derimos (detailed in the next section). The section includes brief excerpts from books in the library to give PCs an understanding of the Merithian culture, including Red Magic. This vignette is suitable for characters of levels 6-9.

The City Of Derimos (5 pages) details the Merithian's lost city and is designed for characters of levels 9-12. Th city has in fact already been discovered, by an evil cult leader who is attracting followers and plans to launch an assault on the local cities in the near future. The PCs must convince the undead Merithian Centurion Knights that still haunt the city to attack the cultists. They can only manage this with their specialised knowledge of Merithian culture. They may gain a final clue to the means to access the Shade Manor from a letter to the Merithian Emperor from Perinocles himself.

The Appendix details five new monsters (3 constructs and two undead), NPC statistics, Merithian Red Magic, eleven new magical items, and a new Prestige Class: Centurion Knight, the features of which can be discovered by the PCs during their adventurous research, and revivified if a PC has the desire to follow this path.

The High Points: Though not specifically designed to do this, Wonders Out Of Time gives a great template for designing your own ancient/lost culture and linking its rediscovery into your adventures and campaign. The clever way of linking each of the vignettes (highlighted in sidebars entitled 'Plot Intersections') is helpful in organising the disparate sections into a meaningful whole. The treasure reflected the theme of the module very well, as did the new monsters. The art and maps managed to fill any gaps in my imagination. There was useful advice in each section for both hooking the PCs into the vignette and actually running it. Scattered throughout the text were hints for further adventure ideas.

The Low Points: I was a bit concerned about the power of Merithian Red Magic, and would be wary of introducing it into my campaign. There were balances introduced to its power, but I would question the efficacy of these. I can't fully comment on this since I haven't actually tried the magic out in an adventure/campaign though. The very nature of the module (short scenarios designed for different character levels) means that the DM must fill in the gaps between, but given the nature of the discoveries, this is not necessarily a bad thing.

Conclusion: A well-written and useful module - if used as a guideline to introducing discoveries about an ancient culture in your campaign world, it is extremely flexible and easily integrated. The specifics of the culture may not be attractive to everybody but the details can be developed yourself from the example given here. The interlocking clues between sections was innovative and refreshing, and allowed the GM to build the sections into a thematic whole if required.

Edit: I have now run Perinocles' Manor (the lower level part only) and discovered some issues that may also affect other areas of the module. Firstly, there are a lot of rules errors that need amending before running Perinocles' Manor (incorrect hit points, hit dice, etc.) and secondly, the adventure is quite repetitive - though the background is interesting, the players got sick of fighting the irritating bone spider-hands, which have very few hit points and a low attack bonus, and are difficult to hit for low-level characters - this led to protracted combats with neither side hitting each other. When faced with 20 or more of these creatures (and no other creature in the adventure), it just got plain boring. Based on this limited playtest, which raises possible issues with the other parts of the module, I have decreased the score from 5 to 4, and will further amend the score if necessary after playtesting of the other vignettes.
 

Wonders Out of Time presents a series of vignettes that can be used individually or together to enrich any fantasy campaign using the d20 game system. In it, you will find:
  • an abandoned manor filled with great and deadly secrets;
  • an old Merithian farm infested with marauding goblinoids;
  • a wandering merchant peddling strange and wonderful artifacts;
  • hidden knowledge locked away in an ancient fortress that has become home to a group of ruthless brigands;
  • a mysterious temple ruined by exposure, failing magical wards, and destructive beasts;
  • a legendary library that may contain the keys to understanding the Merithians at long last;
  • Derimos, the fabled capital of the Merithians, now ravaged by time and guarded by its most loyal defenders;
  • detailed information on Merithian Blood Sorcery;
  • a new Prestige Class, the Centurion Knight.
 

"Wonders Out of Time" is the second in Eden's line of d20 vignette books. "Wonders" deals with the ruins of the long-lost merithian culture, a lost Roman-like empire.

The book - the cover shows a pair of adventurers in combat with a pair of Royal Golems (new monsters.) It's an interesting scene, but the comic-booky style doesn't fit with the style of the interior artwork. Speaking of which, the interior artwork is pretty good, and fits with the art style in "Akrasia" while still incorporating elements of the book's Roman theme. Layout is very good, though with some white space. There are some typos, but the grammar and prose style is generally excellent.

After an introduction (notable mainly for stating that "all the materials in this book may be considered Open Game Content") the book moves into an overview of the Merithians. This section is excellent - in addition to a cultural overview (in which the author makes no secret of the Roman roots of the Merithians) there's a section on using the Merithians, and just what a Merithian connection can do for an adventure. There are guidelins presented for fitting the Merithians into an established campaign. Much of the information on the Merithians is presented as a series of DC's for Knowledge checks, which hjelps to establish just ho much a PC would know about them (and guidelines are presented for scaling the knowledge checks, depending on how well known you want your Merithians to be.)

The first vignette presented is Perinocles' Manor, which is divided into two parts. Low level characters have the opportunity to explore the manor, dodge bone guardians (a new monster), and examine the dead bodies of the long-dead wiard Perinocles' apprentices. Later (thanks to items and knowledge gained in the later vignettes) the higher level PC's will be able to enter the true manor and discover the secrets of creating many of the unique merithian items described in the book. This vignette will work best if you have a patient group of players with long memories, since the revelation of just what is happening with the manor is significantly delayed.

The Merithian Farm - this is a clever bit of goblin bashing, with some nice tactics prsented for the goblins. The real treasure in the adventure is very easy to miss - a long-lost Merithian starin of wheat that yields 30% more than the common variety. There are notes on the possible complications arising from this treasure, but as written there's really no way to discover what it is until it's ready to be harvested.

The Lost Merithian Fortress - a group of bantits inhabits the titular fortress, and the PC's have to drive them out. Tactics for the bandits (and the effects of common PC tactics) are described, but the adventure mainly showcases some of the new merithian magic items.

The Merithian Temple - a ruined temple inhabited by an oversized dire bear. The adventure is set up to reward clever PC tactics, and the treasure includes bits of knowledge to help unlock merithian secrets in the other vignettes.

The Great Library - a library is discovered under a tavern. After defeating the guardian, the PC's reap the benefits.

The City of Derimos - this vignette takes the PC's to the lost Merithian capitol, where they encounter an evil faux-Merithian cult. Unfortunately, the adventure as written relies on the PC's being captured - at one point, a "nearly inexhaustible supply" of cultists pours into the room until the PC's are defeated. This mars an otherwise pretty cool and rp-oriented scenario.

Appendix - the appendix details five new monsters, NPC stats for the adventures, Merithian Red Magic, a Prestige Class, and 11 new magic items (two of them cursed.) The new monsters are mostly constructs, and seem interesting and balanced to me - unfortunately, one of the constructs has a d4 hit die type, and all of them have skills and feats when they shouldn't. (In addition, two of the constructs have evasion or improved evasion listed as feats.)

Red Magic is interesting - essentially, in exchange for a sacrifice of twopermanent hp per spell level, a character gains the ability to cast a first-to-third level spell once per day with a caster level equal to half their level. They are limited to their Int bonus in spell levels. This sounds powewrful but at lower levels (when the ability is likely to be more useful) the hp costst are prohibitive, while at higher levels there are more magic items available to achieve the same effects. Arcane casters have double effectiveness with red magic (half the hit point cost, and full caster level) but have less use for the blood magic abilities. Further,blood magic can only be learned from Merithian Blood Scrolls, allowing a DM to control what spells are available.

The Prestige Class (Centurion Knight) gives a fighter-type character access to such roguish abilities as evasion and uncanny dodge in exchange for a slowed fighter bonus feat progression and a d8 hit die. They also can potentially learn a few Expertise-like abilities, lowering their attack bonus for the round to gain bonuses in initiative or reflex saves. The flavor seems slightly off here - Roman centurians don't make one automatically think of feats of acrobabtic prowess.

I really liked this book - the Merithian culture is well presented, and the adventure material is designed for maximum adaptability and ease of use for the individual DM, and Merithian blood magic is a unique idea, though I'd have to see it in play before I could decide how balanced it is. the book is hindered by slightly wonky monster mechanics and some railroading in the "Lost City" section. Ina ddition, it isn't quite as adaptable to other settings as "Akrasia" is - a goddess can be dropped into an existing campaign with more ease than an entire civilization, even a lost one. On the other hand, most published settings feature lost civilizations already - just change all references to "merithians" to "Ancient Suloise" and "Wonders" will fit into Greyhawk without too much trouble, for instance.
 

The second vignette book in the Eden Odyssey line of d20 system games, Wonders Out of Time, by Kevin Wilson, is a collection of source material and several mini-modules that can be inserted into any campaign. The vignettes (short descriptive literary sketches) feature the ancient Merithian civilization.

The Layout:
The product is a softcover booklet. The exterior art by Paul Harmon is decent. The interior art by Kieran Yanner is excellent and abundant, both evocative and relevant. The cartography is well-done and very usable. The writing is clear and concise and fairly enjoyable to read. The layout is what is expected from the Eden Odyssey line: efficient, professional, and very good-looking. There are some editing mistakes, but they do not detract from the value of the product. The overall presentation is exceptional and ranks among the industry's best. This product looks great!

The Merithians:
Three pages briefly outline the Merithian Empire, which is based loosely on the Roman culture, though their philosophy is different. The topics include history, culture and art, heroes, religion, ruins and artifacts, and magic. Each topic is organized by Knowledge (History) checks. Also presented is a list of suggestions for further adventures. The section basically sets the stage for exploration and discovery. Nothing exciting, but interesting and useful.

The Vignettes:
Next is a series of six mini-modules. Though self-contained, the modules can be linked together to form a major plotline for an ongoing campaign or even a large disjointed adventure. Hooks are provided to help introduce them into an existing campaign and "Plot Intersections" give suggestions on how to tie them together. The presentation of the information in a series of vignettes is brilliant! Everything ties together beautifully, using source material from different parts of the booklet efficiently to piece together a grand adventure of exploration and discovery. Interesting scenarios are presented and clever PCs are encouraged to find alternative methods to solve problems in lieu of combat. At one point, the PCs are faced with a situation that determines whether 100 undead soldiers become allies or foes. Intense!

The Appendix:
The final section of the product features five new monsters, though none of them are especially remarkable, except for some funky monster mechanics. There is a very brief segment on Merithian Red Magic, which seems unbalanced, overpowered, and unusable as written. However, the idea is definitely neat! There are also eleven new magic items, most of which are interesting and neat--very cool toys! Finally, a new prestige class, the Centurion Knight, is presented.

Is Wonders Out of Time worth $9.95? It is a fairly good bargain page-wise and the quality of the product more than makes up for it. The material is not necessarily new, but interesting and well-written. The vignettes, linked together, will enrich any campaign and will offer a refreshing change of pace now and then. The product rates 4.25 out of 5. In conclusion, Wonders Out of Time makes a worthy addition to any d20 collection.
 

Warning. I was given this product for free in exchange for a honest, no pressure review.

Wonders out of Time is Eden Studios' second offering of their Odyssey line of products. Like, Akrasia - Thief of Time, this supplement is a series of Vignettes, mini adventures that allow you to easily fit them into your campaign and customize them to your gaming style.

Presentation:
The artwork is decent and sets the mood for the Lost Civilization very well. The maps provided for the various vignettes are well done. The module presents an Enrollment section at the beginning, an orientarion of the Merithian culture and history, 6 vignettes, and the appendix. As with Eden's previous adventure book, the vignettes are designed to be used as stand alone, but are best used in conjunction with each other, though not necessarily all at once. Each one comes with character hooks for getting the pc's involved and with hooks in linked the vignettes together.


Enrollment - This page describes the general use of the vignettes and a little bit about the author.

The Merithians - The section provides a brief look at the ancient Merithian culture, a people who strived for perfection of mind and body, through martial endeavors or magical study. I would have appreciated a more thorough recount of this ancient culture than the 2 pages provided. I did like the fact that they provided several lists of skill check DCs for knowledge checks and the information such rolls revealed.

Perinocles Manor - the first of the Vignettes. This vignette offers a mini dungeon-crawl of a mano once belonging to the greatest of the Merithian wizards. This adventure is unique in that it a offers a second return to the manor (at higher character levels and is called the Shade Manor) if used in conjunction with the last of the vignettes. Very nice. The adventure is geared for characters of 1st-3rd levels, and 9th-12th level for the Shade Manor version.

Merithian Farm - This, the weakest of the vignettes, depicts the shenanigans of an Ogre-lead band of goblins who have taken over a fortitfied Merithian farm. This is nothing more than a minor skirmish, but has a treasure than can lead to some interesting plot hooks. Unfortunately, it also has a blatant plug and link to their first supplement, Arkasia - Thief of Time. Bad form or consistency of products, you decide. It is designed for 2nd-4th level characters.

Lost Merithian Fortress - The players face an Ancient Merithian fortress manned by a group of bandits lead by their leader, Haruth the Red. Like the other stories, this one can lead to the other vignettes once the bandits have been dealt with. Stealth plans will be needed in order to avoid as much damage as possible, otherwise the players could find themselves in trouble. Its a 3rd-6th level party designation.

Merithian Temple - Whether the players stumble upon, are lead to the temple by other vignettes, or even hired to explore this temple, they will meet ancient spirits and a terrifiying creature that inhabits the temple. Only 5th-8th level characters need apply.

The Great Library - More a short ruin exploration than a dungeon crawl, the characters seek the knowledge of the Merithian people within the ruins of their great libraries. This vignette has more roleplaying opportunities than much combat, allow they may have to deal with ancient guardians. It is designed for 6th-9th level characters.

The City of Derimos - Investigating the great, once glittering, Merithian city of Derimos, which fell to a barbarian horde, the players come across a large cult, lead by a sorcerer who claims to be a prohpet of a lost merithian god. The players must survive cultists members, a powerful prophet, and the ghostly remains of a people long dead. Deisgned for 9th-12th level characters.

Appendix:
This book introduces 5 new creatures:
Bone Guardians - hand-sized bone creatures that resemble boney hands and pack a vicious jab.
Bronze Golems - constructs that will stun your players with their speed.
Ghostly Sentry - unfulfilled guardians, now doomed to haunt the site of their failures.
Royal Golem - Marble statues created to guard the Merithians greatest treasures.
Shackled Spirits - Chained spirits cursed to roam the earth until the end of time.
The new items are quite nice and unqiue and the fews mistakes that exist are easily fixed, but quite irratating.
The new prestige class, Centurion Knight is completely over powered and should be modified(remove the bonus feats and you might be okay) or disallowed.
They introduce a new method of gaining spell abilities called Merithian Blood Magic, requiring the recipient to sacrifice life force to learn spell casting. More advantageous for non-spellcasters than actual spellcasters, but quite interesting just the same.


Value:
Wonders Out of Time is 46 pages long (44 of gaming material) and is 9.95. Which is much better than their previous book, but still pricey at roughly 22 cents a page!!

Bottom Line:
Wonders Out of Time is a good book that should inspire some thought-provoking game play and can spark an entire campaign is used properly. Its price and potentially overpowering rules additions, added with its few mistakes, keep this book from getting a perfect score, but is still a fine product over all.
 

Wonders Out of Time
By Kevin Wilson
Eden Studios Inc.
Copyright 2001
48 pp
List Price 9.95 USD

NOTICE: The author of this review received this book as a part of a promotion offered by Eden Studios. This disclaimer is an upfront declaration of honesty in that this review is conducted by the author in accordance with the unwritten social contract of providing honest and forthright reviews to the d20reviews community.

When this book was opened, I was immediately reminded of the old "Challenges for Champions" books put out by Hero Games in the early nineties. These were, as this book is, a set of small adventures, but in this case the "vignettes" as they are called, all revolve around a central theme, the Merithian culture. So Wonders Out of Time is a set of adventures, or "vignettes" that all revolve around the central theme of the Merithians, a mysterious Romanesque culture that can be set in just about any campaign. In this book we are introduced to Merithians, their history, culture, architecture and art. The book itself consists of eight chapters and an appendix that provides adventures for characters from 1st to 12th level. The writing itself is concise, clear and well presented throughout. The editing is well done with a limited number of typos or misplaced words. Kieran Yanner again provides a level of art that stays consistently very good and assists in describing the feel of the vignettes. The maps are well done and fit the descriptions, but have textured backgrounds that may be something that some people find provides difficulty when attempting to copy those maps. The end technical result is a high quality production.

The book itself opens with a brief introduction to the Merithians, a quick chapter summary, the standard "How to use this book" and some information about the author. The next chapter discusses the Merithians, themselves. It is well laid out and concise chapter discussing important Merithian subjects. These subjects include such items as Merithian Heroes, Religion and Culture with DC levels for someone with the History Skill. Each little topic ranges from a short paragraph to a single line, nearly all topics have some bearing on the mini-adventures presented in the book, if only tangentially. These topics all add additional flavor to the rest of the text.

The core of the book though is the six "vignettes" or mini adventures that describe such places as a Merithian Manor to the ancient city of Derimos. Many of the vignettes end with a section called "Plot Intersections" which assists the DM in placing the vignette in relation to the other vignettes and provides what additional information the party may glean from adventuring in this location. The first vignette is actually a two-for-one, describing the Merithian style manor of a wizard, followed by the shadowy "Shade Manor" which exists apart, space and time-wise, from the physical manor. This manor introduces the Merithian style of architecture, how they used traps and a number of their unique creatures. The next tale takes place on a Merithian farm. Again we are introduced to bits of history and architecture and given a fairly straight up Goblin-bashing adventure that could have some fairly interesting ramifications to a campaign world. The third vignette deals with a typical Merithian fortress and its new inhabitants. This adventure has information to link it back to Eden's book Akrasia Thief of Time, and is a good example of assaulting a bandit keep, D&D-style. A temple is the location of the fourth vignette, and this introduces more aspects of Merithian religion and worship, such as their emphasis on perfecting the body. What would a Romanesque culture be without a library? The fifth vignette presents said library, a repository of Merithian clay tablets, clay scrolls and a treasure trove of information on the Merithian culture, their entertainment and history. The final tale is set in the Merithian capitol of Derimos. The city is left to the DM's imagination to create with only a few key locations described such as the Palace. The vignettes themselves, while seeded with various monsters, focus more on the discovery of facts and notes about the Merithian culture, allowing the players to slowly discover over the course of a campaign more and more detailed information about the culture and provide some unique insights and magic to the characters.

The Appendix presents five new monsters (the Bone Guardian, a creepy skeletal hand construct; the golem-like Bronze Warrior; the Ghostly Sentry; the Royal Golem; and the Shackled Spirit), a new type of magic, the Merithian Red Magic, eleven new magic items and a prestige class. The monsters, themselves, are fairly good and appear balanced and useful (particularly the Bone Guardian and the Bronze Warrior). Red Magic is going to be one of those things a DM either likes or doesn't. Essentially it allows for the trade of hitpoints for spellcasting as an innate ability. The Centurion Knight prestige class is an interesting class that combines features of a Rogue with a more martial combatant. I am not sure I would allow the use of the class in my campaign, but it does present some novel abilities.

Final Result: This is a solid and well-crafted book that will find its way into my campaign, probably the best complement one can give to a gaming book. The vignettes as a whole offer an interesting, and diverting, subplot for a campaign that focuses more on acquisition of knowledge without sparing some combat heavy locations. If nothing else this book presents a solid foundation on how to introduce an interesting subplot into a campaign.
 

Price: $9.95
Pages: 48
Price per page: About 20 cents per page
Designed for characters of level: 1-12

The cover art is somewhat comic book like compared to the interior art which is more like "Akrasia". The vignettes work well as a complete story or individualy (given the right story to be incorporated into).
The maps provided for the various vignettes are well done. The module presents an Enrollment section at the beginning, an orientarion of the Merithian culture and history, 6 vignettes, and the appendix. There are a few typos but the content is certainly good enough to look past that. The book gives good representation of the new items/monsters. The new Centurian Knights are very nice, though very tough to achieve successfuly. All in all it is definatly worth your time and the $10.
 

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