World of Amathast

KDLadage

Explorer
updated on 22-NOV-02

I am not sure if there is a delicate way of putting this. The material has a lot of potential. In fact, it looks as though it was a real labor of love putting it together. But many of the same troubles that plagued THE VOID also plague this product. But this one does not have the incredibly cool and unique idea to propel it close to the 'average' status. The primary failure of this book is the lack of a real 'hook' to pull you in. Nothing in the campaign setting really grabs you. Nothing takes hold of your mind and slaps it about telling you that this is the central theme of the world. In other words, there is nothing really unique involved here.

The book is 204 pages and consists of:
  • 11 page introduction and look at the Zok legends (more later)
  • 74 page Geography section
  • 69 page look at organizations
  • 16 prestige classes
  • 23 NPCs

The introduction is somewhat odd. When the first line of the book is "Many of you are wondering just what the heck a Zok is." -- it throws you. This is the first line of the book. Thus, nothing even remotely resembling a Zok has come before it -- so how can this be what "many of us" are wondering? I am not sure. But this is nit-picking. The problem is, much of the book is written with that same "make a few assumptions that may or may not be true" style. The History of the Zok Legends is interesting, at least. An entertaining read. But it all seems a little (for lack of a better word) half-hearted. This is not helped by the fact that the layout is extremely sloppy and uninspired.

In fact, I think this has to be the central problem I have with the material -- the layout makes it very hard to read. The book is 8.5x11 with (perhaps) half-inch margins... laid out in a continuous stream of text in a single column at about a 10pt font. There is no running header or footer on the pages. In fact, without skipping around a few pages, it is sometimes hard to tell what section of the book you are in.

On pages 22 and 23 is a map -- this looks to be a rather half-hazard drawn collection of lines with some text super-imposed over it. It is a functional map -- but it is not... well... good. Granted, anyone that has seen the maps that I have drawn knows I cannot draw a very good map. But this means I know enough to get someone else to draw it for me. This needed to happen here. Add to this the fact that the map has no scale, and so I cannot tell if two towns listed on it are close neighbors or hundreds of miles apart. Add to this (once again) the fact that the map is drawn with north to the left... (the top of the map is east). Very odd, indeed.

Following the map we find a listing of cities and towns (and settlements) within the lands. Strangely, one of the most bazaar formats for towns is being used here that this reviewer has ever encountered. The exact population is given, with the populations of each race given, again,with exact figures. This is not, in my opinion, a good idea. For example, the Town of Sorani is listed as having a population of 816 residents. This breakdown to a demographics of 793 elves, 15 half-elves and 8 humans. In my opinion, a more general rundown would have been cleaner, easier to read (and to customize) and much more intuitive. For example, had they listed the town as having a population of 800-900 residents with a demographic breakdown of 97% elves, 2% half-elves, 1% human and <1% other races, then the Game Master could much more easily customize the city for the adventure without contradicting anything in the book and does not have to worry about weather or not a new birth took place last year...

Interspersed within the town and city descriptions are occasional maps. These maps (again) have no scale and are draw so as to take up an entire page sometimes. There is usually no real easy way to tell just what the map is of since they are not labeled as to what they are and they are not always on the same page as the 'key' and descriptions -- for example, the map on page 50 is for a description on page 49 -- but thanks to the way books are printed, as you read page 49, there is no real way of knowing ahead of time that a map even exists. If you happen to be looking at page 50, there is nothing to indicate where you would find out that the map is for or where it is described.

One interesting note is that cities and towns have a listing of available skills and feats. The feats section is rather similar to the way Forgotten Realms has regional feats established. But the skills section bothers me. To tell a character that comes from the town of Sorfir that they may only select from the 8 skills listed seems oddly restricting. The book offers an idea on how this can be used for role-playing purposes. But I honestly cannot imagine that the skill 'move silently' has not managed to find its way across the known realms... Had these been new (and interesting) skills that are available in a given region, then I could see it. But as they are just the default and normal skills listing -- no. Seems wrong.

On page 88 starts the section on organizations, and here we see the first pieces on non-map artwork. Guilds are described, brother hoods introduced and orders unveiled. Of all of the sections of the book, this is by far the best section from a role playing perspective. Most all of the orders have something interesting to say and to offer.

On page 97, we begin looking at religions. I originally had some comments about this section, but after speaking with the author of the book have decided to remove those comments. Just know that what you get here is not what you are probably expecting. This may or may not be a good thing.

On page 115 is a rather interesting section -- starting here and continuing on for the next 42 pages are generic town and temple templates -- this means that if you want a town -- pick a random generic town map and you have an idea of what is where. If you need a temple, grab one that seems like it fits what you are doing and use it. Each one is described, but much like the maps earlier, these are unlabled, no scale is provided, and since sometimes more than one map is near a description, it is impossible to tell which one goes with what description.

When we get to the Prestige class section, we find that each deity of the Norse Pantheon has a separate Clerical Prestige class. Most of these are rather ill-thought out and ill-conceived. For example, an Imperial Officer has a requirements listing of BAB+4, Ride 6 ranks, Listen 5 ranks, Spot 5 ranks, Str 16+, Wis 14+, Int 14+, Cha 13+, Alignment (LG, LN, NG, CG) -- not only is this strange listing (he is an officer and needs no ranks in diplomacy, no ranks in any knowledge skills, no social skills at all; requires minimum scores in four ability scores; and so on) but the advancement of this class is very, very odd...
  • The BAB advancement does not follow any of the prescribed rates of advancement (the advancement over 10 levels is +1 / +1 / +2 / +2 / +3 / +4 / +5 / +6 / +7 / +8 )
  • The saves are two good (fort and will) with one 'above average' (ref) that does not follow standard D&D progressions.
  • They did not require the leadership feat to join, but they gain it for free at 2nd level of this class
  • At 4th level, the officer receives a blade of UNGODLY magical capability. In fact, the weapon is not even legal by DMG standards. It is a +5 to hit/+6 damage, has Keen, grants a +3 to Cha (which already had to be at least 13 to get into the class) and deals double damage to evil creatures. This sword is granted to the character in any form they choose (short, long, great, double -- they don't care... Evidently, this organization has thousands of these things littering up the place).

Lastly, after getting past the random encounter tables, we come to the NPCs. Each has no more information than can be found in a typical NPC stat-block. But they are each given their own page. No background information is provided, no context in which to use the character -- just a lifeless listing of stats. Unlike the rest of the book, the artwork here is passable. I really feel bad writing this review. I have spoke with Dr. Stanton on the phone and he is a really nice guy. And, to be honest, with some work -- this could be an outstanding setting. But in the form it is in now -- no, it is really not worth the cover price of $24.95. I have spoken with Mr. Hern (the author) via e-mail and he has some ideas. I look forward to, and will be purchasing, the second edition of this book. But even he agrees, the current version is not very good as it stands. It is not the worst thing I have seen for d20. No... not by a long shot. So, in the end, I rate it a '2' -- it has some useful bits, a couple of good ideas... but it needs way to much work to make those ideas accessible and easy to utilize.
 

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Mr. Ladage:
My name is Chris Henn, the Author of World of Amathast, let me start by saying thank you for taking the time to review this product. I have a few questions for you if you wouldn't mind answering them to help both myself and Stanton Industries improve our products for the D20 community. My Login on your website is ZokLord, should you desire to do so you may reach me at the e-mail address listed with that account. I look forward to getting your input on how to better this product.
Sincerely;
C.S. Henn
 


From what you said I'd have given this product a "1". I have yet to see a single store (retail or online) offering Stanton Industries products so I doubt I'll ever get a chance to see this book.
 

I gave it a '2' for two reasons:

[1] the work has _some_ redeaming features (the town maps are generic enough to be used elsewhere, the organizations are interesting, and so on) and

[2] because the world has a lot of potential. As it is, you could use it -- and I am sure it could very well be a great campaign -- but it would take more work than I am willing to throw at it after spending $25 on a worldbook.

As far as seeing it in a store -- they are are a small outfit right now. I think that these books were just completed prior to GenCon (where I got the Void, and Mr. Stanton's business card that allowed me to contact him after GenCon so I could order Amathast from him directly). You could get his stuff via PayPAl (or sending him the money) after contacting him via his web page. Link on the pages here dealing with his stuff.

In the end, am I glad I purchased Amathast? That depends. If they use the things I have said as constructive criticism and make a better product in the Second Edition? Yes. If not -- I don;t know. But after reading thier two publications, I am quite willing to pay another $25 for the opportunity to find out.
 

Based on a campaign world of epic proportions and adapted for the new d20 system, the World of Amathast will offer players and GMs alike many opportunities for countless hours of exciting role-play!
 


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