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Rating: Summary: Very good book with lots of detail Review: Another of my large Kalamar purchase, this book initially impressed more than the Kingdoms of Kalamar sourcebook did. In the end however, it got the same rating, and the same overall impression. Nice, hung together well enough, lots of NPCs in good detail, but numerous irritations and inconsistencies dragged it down. Worse, not one immediate idea for an adventure sprang to mind reading it. This might be a lack of imagination on my part (I'll not so humbly say that this is unlikely), or more likely the kinds of adventures suggested by this book don't appeal to me. This book is an exploration of a city in the campaign setting, and follows the same feel in that the emphasis is far more on the politics rather than old ruins or monsters. This is fine, but not quite what most people expect from AD&D. The cover is a very nice picture of a stone and a fire giant fighting while adventurers watch behind small hills, and the city in the background. Unfortunately, that's about all that these kinds of threats are seen, except in passing. The underground sewers are detailed well, but most areas are given the same "rumors of treasures hidden in the walls" treatment. So the emphasis is on the people and their interactions. The city overall is one with a very peaceful reputation. You have five main groups, the Castle, the Guilds, the Nobles, the Priests and the common people. The Castle and leaders seem mostly good, with the potential heir being somewhat weak, leading to worries as to what will happen if the Lord dies. The guilds are builders, craftsmen, parcel carriers, etc, and basically well respected. There are one or to evil guildmasters, but very little detailed as to if they have any real plans. The Nobles are the most interesting group at first, as they're disliked by the commoners and Guilds alike. But rather quickly it's obvious that most follow a pattern.. Leader of the house, the heir is almost always a young man or woman who either seeks adventure to make a name, seeks adventurers to provide a power base for when they become the leader, or weak/not interested in the job of being house leader. One or two plots are laid out in fair detail, but they still didn't really grab me, and the sameness of each noble house got monotonous after awhile. The religions are primarily good or neutral, and the evil religions again follow a pattern of only a few followers, want to expand their powerbase in the city, preparing to do so but not yet... One religion is truly evil, with some fleshing out of the despicable practices of its leader, but this was only a blip in the monotony. The shady dealings in the city are minimal and glossed over in the chapter devoted to this, because the town watch is so effective. The section on adventures is quite thin, and almost nothing in it really grabbed me. Another element of this book that I disliked were some writing style choices and inconsistencies. 1. Names not always consistent between book, glossary (with page number where character is found) and the NPC list. 2. Almost every paragraph had at least one word in quotes, sometimes needed but more than often not.. Example: "If being 'noble' accords him special privileges, he will shamelessly make use of them ... However, he knows very well that anyone who truly believes Talasaarans are 'better' than their fellow Geanavese..." These quotes interrupt the flow of reading for me. 3. The authors use city-wide versions of common words throughout (at least they do explain the meaning) but this is annoying when they're for words like street, corner, avenue, left (sinister) and right (dexter). Again, it breaks up the flow. 4. The walkthrough of the city switches from guide-book style of simple description to actual guide style ("Now, as we go down this street, we decide to turn in the sinister direction and...") multiple times. Combined with huge amounts of quotes and city specific terms, plus including information already mentioned in the rest of the book, this chapter seemed a waste. 5. Sometimes the book goes into great detail about specific plots and plans (well, all of a couple of them), and other times things that it would help the DM to know are merely mentioned and then left alone as something that "No one really knows.". This seems inconsistent. Ok, so lots of complaints.. It still gets a three for the high production quality and the wealth of NPCs and locations included. The nits and sameness drag it down to just average.
Rating: Summary: Odd mix of great, good and uneven writing/ideas. Review: Another of my large Kalamar purchase, this book initially impressed more than the Kingdoms of Kalamar sourcebook did. In the end however, it got the same rating, and the same overall impression. Nice, hung together well enough, lots of NPCs in good detail, but numerous irritations and inconsistencies dragged it down. Worse, not one immediate idea for an adventure sprang to mind reading it. This might be a lack of imagination on my part (I'll not so humbly say that this is unlikely), or more likely the kinds of adventures suggested by this book don't appeal to me. This book is an exploration of a city in the campaign setting, and follows the same feel in that the emphasis is far more on the politics rather than old ruins or monsters. This is fine, but not quite what most people expect from AD&D. The cover is a very nice picture of a stone and a fire giant fighting while adventurers watch behind small hills, and the city in the background. Unfortunately, that's about all that these kinds of threats are seen, except in passing. The underground sewers are detailed well, but most areas are given the same "rumors of treasures hidden in the walls" treatment. So the emphasis is on the people and their interactions. The city overall is one with a very peaceful reputation. You have five main groups, the Castle, the Guilds, the Nobles, the Priests and the common people. The Castle and leaders seem mostly good, with the potential heir being somewhat weak, leading to worries as to what will happen if the Lord dies. The guilds are builders, craftsmen, parcel carriers, etc, and basically well respected. There are one or to evil guildmasters, but very little detailed as to if they have any real plans. The Nobles are the most interesting group at first, as they're disliked by the commoners and Guilds alike. But rather quickly it's obvious that most follow a pattern.. Leader of the house, the heir is almost always a young man or woman who either seeks adventure to make a name, seeks adventurers to provide a power base for when they become the leader, or weak/not interested in the job of being house leader. One or two plots are laid out in fair detail, but they still didn't really grab me, and the sameness of each noble house got monotonous after awhile. The religions are primarily good or neutral, and the evil religions again follow a pattern of only a few followers, want to expand their powerbase in the city, preparing to do so but not yet... One religion is truly evil, with some fleshing out of the despicable practices of its leader, but this was only a blip in the monotony. The shady dealings in the city are minimal and glossed over in the chapter devoted to this, because the town watch is so effective. The section on adventures is quite thin, and almost nothing in it really grabbed me. Another element of this book that I disliked were some writing style choices and inconsistencies. 1. Names not always consistent between book, glossary (with page number where character is found) and the NPC list. 2. Almost every paragraph had at least one word in quotes, sometimes needed but more than often not.. Example: "If being 'noble' accords him special privileges, he will shamelessly make use of them ... However, he knows very well that anyone who truly believes Talasaarans are 'better' than their fellow Geanavese..." These quotes interrupt the flow of reading for me. 3. The authors use city-wide versions of common words throughout (at least they do explain the meaning) but this is annoying when they're for words like street, corner, avenue, left (sinister) and right (dexter). Again, it breaks up the flow. 4. The walkthrough of the city switches from guide-book style of simple description to actual guide style ("Now, as we go down this street, we decide to turn in the sinister direction and...") multiple times. Combined with huge amounts of quotes and city specific terms, plus including information already mentioned in the rest of the book, this chapter seemed a waste. 5. Sometimes the book goes into great detail about specific plots and plans (well, all of a couple of them), and other times things that it would help the DM to know are merely mentioned and then left alone as something that "No one really knows.". This seems inconsistent. Ok, so lots of complaints.. It still gets a three for the high production quality and the wealth of NPCs and locations included. The nits and sameness drag it down to just average.
Rating: Summary: Very good book with lots of detail Review: One of the top challenges for a good DM is to run a quality city adventure, as you have to have lots of potential NPCs that your players can run in to - and, you often have to create a lot of them on the fly as well. This book gives the DM a lot of good information about a medium sized city that can be put into a lot of generic campaign settings fairly easily. You have information about the king and his family, then the idle rich "Blackflame" nobility (who can cause a lot of problems), the guilds, as well as the underworld. Very solid information, and not over the top/overpowered like some of Ed Greenwood's past work on the Forgotten Realms. If you want political intrigue in an adventure - you have tons of potential with the Blackflames and the guilds... if you want a dungeon crawl, the city has an extensive sewer system that you can populate with all kinds of bad guys... this book has a lot to offer anybody who is into D&D and the d20 system.
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