Evael is a product from Columbia Games that lays out an Elven Kingdom. The product described allows it for use with Harnmaster as well as with any D20 game setting. This is a reprint and update of a previously released version though I do not have the original so I can not compare them. This version was released in 2002 and is 72 pages long. It should be noted that the pages are three hole punched and seem to be better suited to be placed in a binder.
The books describes the kingdom, the eleven culture, the history of the kingdom as well as describing the capital of the kingdom and three other cities. The book also includes an adventure in the kingdom that the GM can use to get players started there. It also feature information on adding elven characters to Harnmaster and rules governing them in D20.
The adventure in the book though short and simple is one that can be expanded upon greatly by a GM. The adventure as written also focuses more on interaction and role playing than on combat. I favor adventures of this nature as may be apparent in some of my posts. I won't go too much into it but it is different than most published adventures in the theme and content.
Overall Evael works great as an add or to Harnmaster or Harnworld which is good since it is a reprint of something designed for that purpose previously. Harn as a setting was always very detailed and the products released for it well done so this is no surprise. The quality of the product also makes it something that with a minimal level of effort could be incorporated into an existing campaign.
From the back of the book
Evael: Kingdom of the Elves
EVAEL - Bring your players to the mysterious Kingdom of the Elves in three related adventures. Elven culture, clans, magic and religion are detailed.
ELSHAVEL - The beautiful capital city of the elves has wide avenues, pristine parks and magnificent buildings. Includes plans of a typical Sindarin clanhouse, details on elven government and religion.
ULFSHAFEN - The city of Ulfshafen is Evael's only open port. The settlement has a small human population and conducts a rich maritime trade in elven artefacts. Includes plans of a local inn and seaman's hostel.
BEJIST - An ancient Sindarin fortress and prison and now the refuge of a Navehan sect. The priests of Naveh grow and assortment of interesting herbs which they use to subdue the regions warlike Pagaelin barbarians, while they loot Bejist.
PESINO - An ancient Sindarin and Khuzdul trading center, Pesino is today a forbidden ruin guarded by the elves. Pesino includes a color site map, extensive interior plans and site legends.
Spell:
Cassandra's Mask of Charisma
Level: Fourth
Range: None
Duration: 1 Turn + 1 Round/Level
Ares of Effect: 6" (60')
Components: V,S
Casting Time: 2 Segments
Saving Throw: None
When this spell is cast the magic user will be endowed with an unearthly charisma. In game terms this will raise the charisma stat of the caster to a 22 and will grant them the full affect as if this was a divine level charisma.
Other than the charisma increase and the awe effect it causes the only other effect will be the ability to affect one of the group in range of them as if they had been affected by a Suggestion spell. Once this ability is used though the casters effective charisma will drop by one point each round, beginning the round after the ability is used, for all other than the affected creature (the others do not like the singled out attention given to the victim).
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.
"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
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2 comments:
I love Harn. Other than my own campaign world, it's my very faotire setting. In part because it's so detailed. Mostly because every feature makes sense and fits seamlessly into a larger hole.
The idea behind the punch holes was so that people could remove the pages and place them into their own "Encyclopedia of Harn" built up as they purchased their collection.
Several other supplements (such as the City's book) would add addtional information on kingdoms already detailed elsewhere. The idea was that books like these would be broken up and added into your folder as coninuations of other articles you already had in there. Thats why all the pages were numbered "Evael 1, Evael 2, Evael 3" etc.
I always lliked the idea myself, but it cost a fortune in colour photocopies. No way was I cutting up MY books.
I'm going to be playing my first game in Harn soon. It's a favorite of the fellow DMing us right now.
So this was a nice "heads up." Thanks!
And "Charisma" is always a good thing to have plenty of. Leave it to an Elf to develop this spell ;)
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