"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, January 1, 2012

Elves of Evermeet, Wild Magic 7






Many gamers find themselves like Samwise from the LotR fascinated with elves. There is a lot to be said for  them as a race in the game and in literature. What is not to like  about beautiful, supernatural, long lived/immortal creatures. For  the record I am more of a halfling/hobbit fan than I am a fan of  elves.

Regardless of your feelings about the race unless you are playing  Talislanta there is a darn good chance that there will be elves  in your game in some way shape or form. If you are playing AD&D  there are a pair of really good resources for you. The first of  these is the Complete Book of Elves and the latter is this book  Elves of Evermeet. I need to be up front and say that I prefer  the former.

The "Complete" books have their problems. They most often turn  players in to min/maxers or out and out power gamers when it  comes to their kits. Those books laid the seeds of what would  become, in my humble opinion, the core problem with the 3.x and  now 4.???? systems. But enough on that.

Elves of Evermeet describes the refuge of the elves in the  Forgotten Realms 2e setting. There are some that have compared  it to the Undying Lands in LotR and that is not accurate. It is a  hidden mortal realm where the elves seclude themselves. I like  this idea and feel that there is perhaps more segregation needed  in settings. Humans can't get along why would they be so  accepting of other races especially ones that live 10 fold or  more longer than they do. Envy is a powerful motivator for hatred.

The realm they describe is one that I would best see used as a  campaign setting for an elven based campaign. I am not sure that  elves coming here would ever want to leave and that the  inhabitants would never want an influx of other races. This in  and of itself makes the setting of limited use.

The book does what is expected of it. It describes the island in  detail including a number of city descriptions that could be  taken and used elsewhere so that is a plus. It then describes the  various subraces that are present. These have fuller descriptions in the Complete Book of Elves. It also describes  new kits for the races.

The book does provide new spells and a class special to Evermeet  (or special until a DM lets them wander out into the world).  These range from useful to over powered. The book also describes  a large number of NPCs that could be ported into other settings  as well as a fair number of new magic items. There are other  topics such as the islands defenders and the deities specific to  Evermeet. There are also new creatures provided which would work  outside the island with little effort. There are also a few pages  of adventure seeds provided which could be ported.

I know this has come across as being negative and it is perhaps  but the book is a still a good one. It has a number of strikes  against it in my opinion such as being so Forgotten Realms  specific and the fact that it is so specialized to make it  someplace no one should be able to get to and if they do then  they might not want to or be able to leave. It is a rich source  of material to be used outside its own setting though and worth  picking up to mine for ideas.


Published: 1994
Pages: 128

From the back of the book...

For many years, Evermeet has remained a mystery, known only as  the elves place of refuge. So far, details about the island  itself, its geography, rulers, and society have been sketchy. It  is known that Evermeet is protected by illusory magic, that ships  lose their way or vanish mysteriously if they approach the isle,  and that the elven navy is the finest in the Realms. Past  publications have revealed that Evermeet is rules by Queen  Amlaruil, and that her husband Zaor was murdered decades ago.  Beyond this , little is known.

The Elves of Evermeet attempts to investigate and explain the  inner workings of the elven island, and develop the realm as a  setting for Forgotten Realms adventures. Until now, Evermeet has  been reserved exclusively for elves and officially closed to  humans, dwarves, and other races. But this product will help work  Evermeet into your campaign and allow other PC races to visit, or  at least interact, with the mysterious island.

Included are:
> New elven magic (for High Mages),
> Elven NPC's
> Tips on playing Evermeet elves, and
> Adventure ideas for your own campaign!

Bring the wonder that is Evermeet into your game, with this  sourcebook. It's a mystery no more!




Spell:

Wild Magic 7


Level: Eighth
Range: Special
Duration: Special
Area of Effect: Special
Components: Special
Casting Time: Special
Saving Throw: Special

With the casting of this spell the magic user is able to simulate  the casting of any seventh or lower level spell. The spell will  work best if it is a spell that the caster knows though this is  not a requirement.

When this spell is used the caster will be able to use any  seventh or lower level magic spell even it is is not one that  they memorized or even know. If they have it in their spellbook  the spell will go off without problem.

Spells that are not in their spellbook will be trickier. If they  have seen the spell cast there is a 50/50 chance that it will  work. If the spell fails then there is another 50/50 chance of  things happening. It is possible that the spell will just out and  out fail. The other is that it works but in reverse and in a  negative way for the caster, possibly even affecting them.

The caster can even use this to try and create some new magical  effect. The DM may choose not to allow this. If they do then they  will need to impose strict limits on its use.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

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