Minggu, 08 Maret 2015

~~ PDF Ebook Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D), by Mike Mearls, Rodney Thompson, Bill Slavicsek

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Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D), by Mike Mearls, Rodney Thompson, Bill Slavicsek



Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D), by Mike Mearls, Rodney Thompson, Bill Slavicsek

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Heroes of the Fallen Lands: An Essential Dungeons & Dragons Supplement (4th Edition D&D), by Mike Mearls, Rodney Thompson, Bill Slavicsek

Exciting new builds and character options for the cleric, fighter, ranger, rogue, and wizard classes.

This essential player product for the 4th Edition Dungeons & Dragons® Fantasy Roleplaying Game presents exciting new builds for the most iconic classes: the cleric, the fighter, the ranger, the rogue, and the wizard. Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters.
 
In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dwarves, eladrin, elves, halflings, and humans.

  • Sales Rank: #279088 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-09-21
  • Released on: 2010-09-21
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.90" h x .79" w x 6.01" l, 1.46 pounds
  • Binding: Paperback
  • 368 pages

About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a "New York Times" best-selling author of the Forgotten Realms(R) novel "Condemnation," His previous design credits include the "Tome of Battle: The Book of Nine Swords"TM supplement, "The Forge of Fury" adventure, and the "Red Hand of Doom"TM adventure.
MIKE MEARLS is the lead developer for the Dungeons & Dragons(R) game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the "Tome of Battle: The Book of Nine Swords"TM supplement and "The Shattered Gates of Slaughtergarde"TM adventure.

Bill Slavicsek has been a game designer since 1986 and leads the creative effort for Wizards of the Coast.

Richard Baker is a game developer and author of five "Forgotten Realms" novels.

Most helpful customer reviews

154 of 161 people found the following review helpful.
Great new options for old players, and a perfect gateway for new
By William M. Wilson
Alright, this one will get long. If you're just looking for a quick blurb, here goes!

"Heroes of the Fallen lands is not only (1) an outstanding supplement for existing 4e players which presents daring new class builds, but also (2) a great introduction to the game for new players, and (3) an olive branch to existing D&D and Pathfinder players who felt that 4e had moved too far away from their favorite styles of play. There's something here for everyone who plays D&D, or who wants to see what the fuss is all about. For most existing players it won't replace the PHB, but for newer players, it's a standalone work."

Now, for the rest, which I'm certain is tl;dr... I've had this book for a week and a half, and I read too many forums.

* Let's get this out of the way.... Is Essentials an EDITION CHANGE?
If you check forums and talk to game shop owners, when Essentials was announced, the interwebs went all a-twitter about it being a new edition. Heck; you can see it in a thread on this very site. Lots of people have been calling it "4.5" - an echo of 3e's major shift to 3.5 three years after its release. Well, from reading the book and taking a look at the current state of 4e, I don't think it's an edition step at all. If you don't care about this discussion, skip down to the next header.

Don't get me wrong - there are some rule changes. But let's face it - we're 4e players; rule changes and updates are almost a monthly thing for us (though it's slowed a bit). There are also new class builds which don't use the regular At-Will/Encounter/Daily power progression. Well, we've had that since PHB3. There are a good number of feats which have been changed. What's more, new feats won't have tier requirements. Again, feat changes are nothing new - but many of these (with the exception of Melee Training) have been considerably improved. Magic item rarity is an add-on system which any DM could include or ignore.

For an edition change, I expect something drastic and dramatic. I expect to have to re-make characters, buy new books, and more or less stop using the old books. This isn't the case here. As an example, I couldn't make a 3.5 Fighter and take a one-level dip into 3.0 Ranger. I couldn't make a 3.5 Wizard and pick 3.0 Haste. If I wanted to pick up the Knight of the Chalice prestige class, I had to use the version in Complete Divine, rather than Defenders of the Faith. Basically everything in 3.0 was replaced by everything in 3.5. This isn't the case here, at all - I couldn't imagine just using this book and shelving my PHB. It can serve as a standalone game, but WotC wasn't joking when they promised broad compatibility. I see zero issues with mixing Essentials options with "regular" 4e options; it's all 4e. In fact, for my upcoming Dark Sun campaign, one player is going to use the Thief build, and another will use the new DDI-only Essentials Assassin build.

So if it's not a new edition, just what *is* Essentials? Wizards of the Coast has been pretty clear about what it is and isn't, but the problem is that it's a whole lot of things and it wears different hats for different audiences. So lots of us have looked at it, decided that Wizards is giving conflicting information, and left more confused than before. Given that, I'll try to break it down into groups.

* FOR EVERYONE
This is a pretty neat book for your $20. It's softcover, and digest-sized, but I haven't missed the hardcover yet. While it's theorertically "lay-flat," I find that it's actually "lay a bit flatter and don't worry about bending the cover." It's fairly heavy for its size - it feels about the same weight as a PHB. The header fonts are enormous, but the regular fonts are about normal 4e size. I find I kinda love the digest size because it makes it much easier to read while laying down in bed, and will have no hesitation about buying more of them.

* IF YOU'RE AN EXISTING 4E PLAYER...
...and enjoy the game, think of this as the PHB4 and some updates. It has some radical new takes on existing 4e classes. While the Cleric (Warpriest) and Wizard (Mage) still hew pretty close to their PHB counterparts, the new Fighter (Knight), Fighter (Slayer), and Rogue (Thief) are quite different. First off, the Fighter (Slayer) is a striker - not a defender, like every other Fighter is. Second, all three of these classes *rely on modified Basic Attacks in combat*. Knights and Slayers go into "stances" which may cause an enemy hit by a Basic Attack to be slowed, or a stance which lets them Cleave. Thieves get "tricks" - move actions which let them skirmish more effectively, and improve their melee attacks. I can't speak yet as to these new subclasses' effectiveness, but they look fairly capable. I worry that an experienced player may get bored with them, but for a new player, these new options look very workable. Time will tell.

There are a lot of new feats, which show a changed philosophy. There are no Paragon or Epic feats here; instead, all the feats are available at 1st level, and most of them improve as the character advances in tier. The basics are here - Improved Initiative, Weapon Focus, Toughness, yadda yadda. There are also new (and badly needed) feats - Implement Focus is finally an option! Expertise feats are all of a sudden interesting! The various Defense feats have been seriously beefed up. And - awesomely - there are new Defense feats with a high stat prerequisites which give flavorful riders for your Superior Will, Reflexes, or Fortitude.

For most current 4e players, I don't forsee you putting away your PHB any time soon. The new classes are just new options, and look like they will work at your existing table without adjustment to any characters. Each of these subclasses is very narrow and focused, and I don't think most experienced 4e players will go with (for example) a Thief instead of a PHB Rogue. This is not a replacement for what you already have, unless you decide to make it one.

* IF YOU'RE A BRAND NEW PLAYER...
This will be all you need if you have a group available. This covers all the basic rules for players, presented in a user-friendly manner, with a lot of explanation and detail. You don't need both this and the Rules Compendium; this will tell you everything you need to know to make these five or six classes. It's a very good intro to the game, and it's specifically written with you in mind. Your DM will want the DM's kit, and maybe the Rules Compendium and Monster Vault, but as a player, $20 covers all the bases.

* Finally, if you're NOT A FAN OF 4E or a LAPSED PLAYER...
...this book is Mike Mearls's olive branch to you. Don't get me wrong - this is still 4e, but the options presented herein have a distinctly older-edition feel. If you didn't like or Fighters and Rogues using Daily and Encounter powers, these builds will make a lot more sense to you. If you wanted Wizards that did more finesse-type stuff, like taking control of enemies' minds and charming shopkeepers, this will be a step in the right direction. (Don't get me wrong; a 4e Wizard will never have the bag of tricks a 3.5 Wizard did, but I think you'll find the Essentials Wizard options a bit more to your liking.) If you were unhappy because so many 4e books read like technical manuals, you will find that the flavor text is back. (And there's a LOT of it.) If you couldn't stand the way 4e dealt with magic items, the new magic item rarity will help a lot - it partially fixes the economy, and puts magic item distribution even more firmly back in the DM's hands than it was in 3e. If you wanted to make a Fighter and just say, "I hit it with my sword," that's once again an option.

So while it won't be to everyone's tastes, I'd recommend you take a look at it and see if you want to give 4e another chance - or even a first one. WotC listened. It's not an entirely new game, but it is a brand new set of options which look specifically aimed towards getting that old-school feel into 4e.

For a discounted $20, it's tough to go wrong with this, for anyone interested in D&D of any edition.

29 of 31 people found the following review helpful.
Great new builds but uncertain of how it will work with the 'core' rules
By Maurice G. Tousignant
Quickly:
Interesting new builds, quite a few changes, still wondering how this will be compatible/integrated with 'core 4e'

Summary:
Heroes of the Fallen Lands is part of the new Dungeons and Dragons Essentials Line. Essentials is a type of re-boot for 4th edition D&D and is based on classic D&D themes and feel. These books have been streamlined and somewhat simplified in order to ease the learning curve for new players. That being said there are plenty of new options for existing players and new Essentials rules are designed to work along side existing characters and game. This particular book is the first 'player book' in the series and contains the rules a player requires to make a Cleric, Fighter, Rogue or Wizard.

The first things you will notice about this book is the size, type and price. Essentials books are produced in Digest format, meaning they are approximately 5½ x 8¼ inches and soft cover. In addition they have a cover price of only $23.95CAN. This is quite a change from the large hardcover books produced so far.

Heroes of the Fallen Land is 365 page (367 if you count the character sheet). Like the players handbooks before it most of this is taken up by the sections on the individual classes. Other sections include an introduction, Game Overview, Character Generation summary, How to read a power, Races, Skills, Feats and Equipment. A great glossary and index finish off the book.

The introduction has a really quick intro to RPGs and notes the three rules of D&D; roll a D20 add modifiers and try to beat a target number, Specific beats general and always round down.

The Game Overview describes exactly what Dungeons and Dragons is. In introduces the DM, the players, characters, the game world, etc. Tiers of play are mentions and the first of many suggestions to subscribe to Insider can be found there. The chapter goes through how to play the game including a very short example of play. The playing the game section gives a good overview of pretty much everything that will come up in a game but instead of going into detail it refers you to later parts of the book or to the Rules Compendium (released at the same time as this book).

Making Characters gives an overview on what you need to do to make a Heroes of the Fallen Lands Character. Most of the generic parts of character creation are detailed here, the stuff that applies to every character regardless of race or class. Things like Stats, Alignment, Background, Religious beliefs etc. Like the last chapter this section is has quite a bit of summary without details and references later chapters and/or the Rules Compendium.

Understanding Powers explains exactly what you think it would. How to read an understand powers. Full details of each line that could be in a power are given. Again this is just a summary and the full rules for powers can be found in the Rules Compendium.

Character Classes is the meat of this book. It provides rules for 4 classes; Cleric, Fighter, Rogue and Wizard. There are different builds for many of these classes. All of these follow a different format from what was previously released in the Player's Handbooks. Each class now has a level chart (reminiscent of previous editions of D&D) which let you know what you gain at each level in each build of a class. One paragon path for each build is given and one epic destiny is given. I'm sure people are interested in knowing a bit more about the classes, especially existing players wondering if this book is worth picking up so I will talk a bit about each.

The Cleric - the new build given is the Warpriest. This is a melee leader who is nearly as good in combat as they are at healing. There are two varieties of Warpriest achieved by the reintroduction of Domains to D&D. Each Warpriest picks which domain they have access two based on what God they Worship. This determines some of the powers they get access to. Heroes of the Fallen Lands contains rules for the Domains of Sun (Pelor) and Storm (Kord). The Sun Warpriest is built around healing and buffing their allies defensively whereas the Storm Warpriest is built around dealing damage and buffing their allies' attacks.

The Fighter - there are two new builds for Fighter. The first is the Slayer a Striker and the second is the Knight which is a Defender. Fighters are the class that has changed the most for Essentials. They no longer have At-Will or Daily attacks. Instead they have At-Will stances that modify their basic attacks and encounter powers that also modify their basic attacks. The Slayers is built around wielding a two handed weapon and doing the most damage possible while still being resilient enough to stand on the front lines. The Knights is build around battlefield control pinning opponents down while soaking the most damage. It is worth noting that the Slayer and Knight actually each have their own progression table and paragon paths and actually seem more like totally separate classes rather then builds of the same class.

The Rogue - the new rogue build is the Thief. This one is a call back to the traditional D&D Thief and re-introduces Backstab to Dungeons and Dragons. Similar to the new fighter builds the Thief is based around Basic Attacks. Instead of At-Will stances they get At-Will movement abilities called Tricks. These are interesting powers that gives the thief battlefield mobility and help to set up situations where they can gain combat advantage.

The Wizard - the Mage is the new Wizard build. Similar to the Cleric Domains the Wizard class sees the return of Schools of Magic. Enchantment, Illusion and Evocation are detailed in this book. Unlike the Cleric's Domain school specialization (which grows as the character levels) mainly offer modifiers for existing powers rather then new powers for the character. Another significant change is the new spellbook. Now Wizards can change out their Encounter powers as well as their Daily and Utility powers after a rest.

The next chapter contains The Races. This gives updated rules for Dwarves, Humans, Elves, Eladrin and Halflings. The two major changes here are: Humans have a new encounter power that replaces their bonus At-Will at first level and the non-human races now get to choose one of two secondary stats to increase during character creation. This greatly opens up the viable race/class options and is a welcome change. In addition each race has a lot more fluff then released in previous books. Attitudes and beliefs are discussed along with society and community info and roleplaying tips.

Skills talks about how the various skills your character can learn are used in the game. Each skill is looked at in turn. Again some of the info is left out and references to the Rules Compendium are noted. An updated skill DC chart is given long with new rules on using it. This new chart scales differently then in the past and the suggestions for using it include group skills and talk about the actual chances of a trained vs. untrained character in making a skill check. Another new introduction are improvisation suggestions for each skill showing how players are not limited to 'the rules' and that skills are meant to be open ended.

Next is Feats. This section has completely changed from previous books. Feats are no longer organized by Tier and all feats are available to all characters at all levels (though some do have prerequisites. Feats are now organized in groupings called Categories. Categories include Armour Training, Divine Devotion, Enduring Stamina, Implement Training, Learning and Lore, Quick Reaction, Steadfast Willpower, Two-Weapon Training, Vigilant Reflexes and Weapon Training. Most of the feats in this book are new to 4e and are actually better then existing feats published in earlier books. It will be interesting to see how these integrate with the existing feats.

The last chapter is Gear and Weapons. Here you can find all of the stuff a character may want to buy; armour, weapons, travel gear, mounts and food and lodging. Most of this matches previous equipment lists but oddly doesn't have any of the items from the two previous Adventurers Vaults. The weapon list is actually shorter then the PHB and some items have changed (for example Rapier is no longer a specialist weapon). Gear and Weapons finish with the rules for Magic items. Here we see the new rarity system in effect. Instead of 1/4 of the book being magic items like the Player's Handbook, instead we have about 6 pages of common magic items that our newly created heroes can consider buying, when they have enough money.

The last few pages contain a glossary, index and a newly designed character sheet.

The Good:
I found myself liking the smaller size, just for portability sake. I much prefer my large hardcover collection as it looks great on my shelves and will last but toting this book around to game and to read it I grew to like the format. That surprised me.

I actually like the new builds. I've made a couple of characters now and played a couple of sessions using only the Essentials rules, races and classes and so far I like what I have seen. They definitely give that old school feel. The Thief and Slayer especially have seemed to 'return to their roots'. Now these new classes won't be for everyone but I like what they have brought to the table and I really like the idea of some less complex classes for players who aren't as interested in some of the complex combinations and tactics of some of the later released classes (I'm looking at you Monk).

I really like the changes and enhancements to the skill section and rules. I love the way opened ended skills are encouraged and the improvisation suggestions are awesome. I really hope players read this section and take it to heart as I find that with all of the power cards and item powers that players forget that they can do things not specifically written down. Improved rules for group checks are also very welcome and the new difficulty chart makes a lot more sense then the old one and I like the way it scales.

The Bad:
I'm not really a fan of how the new class section is laid out. It goes level by level explaining all of your options with a lot of exposition on your choices and what they mean to your character. They also seem to indicate that the options presented in the section are the only ones open to the characters even though other sections note that characters are free to choose other options (for example a Slayer taking a level 3 Fighter power from the Knight section). It is somewhat confusing and even I'm not sure the intention here.

I was very disappointed with the Magic item section. I knew there were new rules for item rarity coming out with Essentials but I didn't expect the options in the player's book to be so small. I'm still not sure how this system will evolve, how it will affect my game or how I will like it. I already have players complaining about the changes as they liked being able to 'browse and shop and make wish lists' One of the selling points of 4e when it was released was that magic items are finally where they belong in the players hands in the Player's Handbook. I don't know why this changed.

What happened to Rituals? They aren't even mentioned. I had to check my Rules Compendium to confirm that they still exist, and it seems they do. Why were none included in this book? I'm confused on this one.

The Ugly:
I was not impressed by the amount of duplication in this book. There is duplication between different sections and chapters of this book and between this book and the Rules Compendium. Large sections of the book are duplicated word for word in the Compendium, the skill section for example. Also, there are a lot of sections that just summarize things that are later fully explained. There is a lot of repetition in this as well. I personally would have preferred either more information in this book (perhaps a second Rogue build) or a smaller and cheaper book.

The Unknown:
I don't normally have an "unknown" section in my reviews but this book deserves it. I put this here as I'm not sure if this is a good thing or a bad thing, yet. Right now I have no idea how all of this will integrate with the existing 4th edition rules from the three Player's Handbooks and the 'Power' books. I really can't see them being interchangeable but I can see how they could run concurrently. Many of the rules in this book either replace and improve existing rules (most of the feats) or use such a different format (the new class builds) that it's really hard to tell how these will work with existing rules. Personally it seems like if you made an Essentials character you would have to stick to options from this book (and any future Essentials products like Heroes of the Forgotten Kingdoms) and if you made a 'core' character you would have to stick with 'core' books and wouldn't have access to the stuff in this book. What I don't know is if this is correct. I'm a herald level DM and would really like to know how this book changes those games. The bad part is right now no one seems to know and we are all playing a waiting game for a promised October update.

Overall:
Overall I find this a confusing product. There are somethings I really like, some things I don't really like and a whole lot of uncertainty about how this works with my existing games and things like RPGA Living Forgotten Realms. I really do like the new builds and think they really capture the classic feel. Most of the rules changes were also welcome ones especially enhancements to the skill section. What disapointed me the most was all of the references to the Rules Compendium and how this book itself constantly referenced other sections and chapters. At times it felt like a choose your own adventure spread over two books. Lastly I worry about the unknown territory this book and the rest of essentials has tossed Dungeons and Dragons into.

So the answer everyone wants to know, should you buy this? Well if you are a new players who just got into the game with Essentials then most definitely. Actually if you are just getting into D&D this is pretty much an essential buy, you can't get past 2nd level without it. For the rest of us, who already have a player's handbook or 3. This one is your call. I personally like the new builds and I'm having fun playing one of them. I think they would work great along side 'core characters' and I would welcome an Essentials character at my table. What stops me from suggesting this outright though is the unknown surrounding it. Until there is something official released we can't tell how this will effect organized play like RPGA. For your home game your best bet is to talk about it with your fellow players and DMs and decide how you want to use these rules. There's no point in picking this up if your DM wants to run an Essentials free game. If your group is willing to give it a go, I think it's worth checking out for the low price and I think there are players out there that would definitely enjoy these new builds.

22 of 24 people found the following review helpful.
A Great Way To Start
By Amazon Customer
On the one hand, if you already have most of the main PC and DM books for 4th edition, you probably begin with the thought that you won't need to buy the Essential line. However, there are a lot of good reasons to purchase the books of the Essential line.

First off, you won't need to carry all of your larger books around from one game event to the next. A lot of times, especially if the gaming does not take place at your house or apartment, you need to have many of the books with you. However, with the size and the scope of the Essential line, you aren't going to have to have to lug everything around with you. You can just pop into these books and find the answer.

Secondly, if you are beginning to play D&D, or if you want to just get your feet wet into the meaning of roleplaying games in general, this is a wonderful way to start. The books are inexpensive, they get to the point and they have enough ideas to help you in your quest to understand rpgs. By purchasing the Heroes of the Fallen Lands, along with the Rules Compendium, you'll know what it is all about.

Third, the Essential line focuses on player specific books such as the Heroes of the Fallen Lands. This is so that you can focus on creating your first few PCs (again, if you are starting out in rpgs) or, if you are already entrenched in a game, you can get an idea as to answers to your questions. Such questions a concerning your character or a character class and all the abilities therein.

Forth, the books are inexpensive. With each book being around 19.99, you don't have to worry about spending untold amount of money in order to figure out what the games are about. You can first purchase the Heroes of the Fallen Land, read about the characters, and then roll up a character or two. Later on, when you think you're ready, you can then get the Rules Compendium. Spend a little bit of money at a time goes a long way in helping you fall in love with a wonderful rpg system.

The book itself, Heroes of the Fallen Lands, is a wonderful way of studying the meaning behind the main types of character classes and races you'll find in the D&D worlds. If you look back all the way to first edition and the basic sets of long ago, you'll see the same kind of character races and classes. Getting your feet wet a little at a time so that you (if you are starting out) don't feel as if you're being swamped. By creating your character in this particular book, you can then jump to the Rule Compendium and see how your character works in the larger scheme of the D&D rules.

As an old gamer, I see the necessity if you are planning on going through a 4th edition series of games. The Essential books are the basics, but they can make a world of difference if you need quick guides to help set up and start up your 4th edition gaming.

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Sabtu, 07 Maret 2015

~~ Ebook Download Galactic Campaign Guide (Star Wars Roleplaying Game), by J.D. Wiker, Peter Schweighofer

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Galactic Campaign Guide (Star Wars Roleplaying Game), by J.D. Wiker, Peter Schweighofer

It’ll take a few moments to get the coordinates from the navi-computer.

Countless planets span the galaxy -- every one just a hyperspace jump away. From bustling spaceports to desolate wastelands, it’s up to you, the Gamemaster, to provide the details and descriptions that bring them to life. Whether you’re preparing a game session beforehand, or running an encounter on the fly, this book will help you fill every corner of the galaxy with memorable individuals, cinematic locales, and desperate situations.

This sourcebook features:
• Information, tips, and ideas for fleshing out every game session, from individual encounters to entire campaigns
• 100 adventure ideas and over a dozen mini-campaign ideas
• 48 pregenerated and mapped-out encounter locations, such as a Nightclub, Hangar Bay, and Luxury Apartment
• Random name generators for all of the heroic species featured in the Star Wars Roleplaying Game Revised Core Rulebook
• 10 pregenerated supporting characters, including the Common Thug, Freighter Pilot, and Taxi Driver, along with tables for generating personalities, mannerisms, and quirks

To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

This product is for use with all Star Wars eras.

  • Sales Rank: #716891 in Books
  • Brand: Star Wars WOTC d20
  • Published on: 2003-08-01
  • Released on: 2003-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: .52" h x 8.50" w x 11.12" l, 1.60 pounds
  • Binding: Hardcover
  • 160 pages

About the Author
JD Wiker has contributed to numerous Star Wars products, including Secrets of Tatooine, The Dark Side Sourcebook, and the Star Wars Roleplaying Game Revised Core Rulebook.

Richard Baker works as a game designer and Managing Developer for the roleplaying game line at Wizards of the Coast, Inc. His most recent author credit is Condemnation, the third novel in R.A. Salvatore's War of the Spider Queen series.

Most helpful customer reviews

37 of 37 people found the following review helpful.
A valuable resource for the GM
By Scott Owen
The Galactic Campaign Guide takes a departure from previous sourcebooks in that it's light on the rules, and heavy on advice. It is also the only sourcebook designed solely for the Gamemaster. However the GCG isn't clogged with the usual array of charts and tables, nor will you find prestige classes, new feats, or any equipment at all. Instead it focuses on the particulars of creating and implementing interesting campaigns, storylines, locations, and NPC's.
Chapter 1: The Campaign Foundation is really the meat of the book. A full description of its contents would take some time, but needless to say this wide and varied chapter discusses everything from how to capture the feel of Star Wars to how to bring the PCs together to how to deal with party splits. Chapter 2: Settings describes a wide variety of urban locations that can easily be plugged in to any campaign, and it provides a few location-specific rules for each. Chapter 3: The Environment discusses props and hazards, among other things. Chapter 4: The People discusses some great supporting characters and also provides extensive name generators for the main character races. Finally, Chapter 5: The Heroic Journey devotes its entirety to this central concept of Star Wars mythology and provides a rare and in-depth look at how to truly make a campaign "epic."
The GCG is also filled with the standard high-quality level of full color artwork in and out.
On paper, much of what this book talks about might seem fairly obvious, for example, how to set the mood of an encounter. In practice, however, some GM's simply don't know how to do this effectively, and even experienced GM's might unintentionally gloss over such an aspect. What this book has done is gather, combine, and explain much of what it takes to be a "good" GM into one single reference.
What the book doesn't talk about in great detail, unfortunately, is how to tailor the campaign based on the levels of the characters. After all, would a level 1 character and a level 16 character both be saving the galaxy in the same way? Probably not, but the GCG doesn't discuss this. Nor does the book talk about player characters who attain great wealth, recognition, or power and influence. I realize that the authors had to stay within a certain page limit, and such omissions aren't unforgiveable, but they do prevent a good book from becoming a great one.
Aside from these minor faults, the Galactic Campaign Guide succeeds admirably in covering most of the important aspects of running a campaign. GMs of low to moderate experience will probably find this book to be their best friend. An experienced GM will also appreciate it for its ability to take much of the grunt work and guesswork out of running a campaign. I strongly recommend it.

6 of 6 people found the following review helpful.
Good Content, Disappointing Art
By T. Hooper
The Galactic Campaign Guide is a tool for gamemasters. Among the things provided here, are a hundred adventure ideas, descriptions, maps and adventure ideas of dozens common locations such as cantinas and so forth, descriptions of several environmental items, such as computer ports and escape pods, planet generators, and GM character generators. The list goes on. This book comes in really handy when you need to whip up a quick adventure, location, or character. It takes some of the backbreaking work out of planning a campaign. Also, I would recommend this for beginning gamemasters. The advice here will really help beginners get into the swing of things. However, if you're an experienced gamemaster, the advice section will probably be common knowledge for you, so you'd only be able to use this for the locations and generators.

The downside of this book is the art. A lot of the artwork is done in a cartoony style in which the Star Wars world is mixed with the modern world. You end up with ridiculous art like a Star Wars alien wearing a T-shirt, jeans, and sneakers. They could have done a much better job with the art.

If you're a beginning gamemaster, be sure to pick this up. If you're an experienced gamemaster, you could probably skip this one.

0 of 0 people found the following review helpful.
Awesome!
By W Anderson
One of the best RPG resources I have used! Lots of info ranging from how to run an effective SW game, to npc generation. Complete with encounter ideas, and maps. pretty much a must have for anyone running a SW game!

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Jumat, 06 Maret 2015

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Twilight Falling: The Erevis Cale Trilogy, Book I, by Paul S. Kemp

Erevis Cale - simple butler or much, much more?

The shadows grow long on the mean streets of Selgaunt... and the sun sets on one man's service to Sembia's merchant lords.

The day's end finds Erevis Cale serving a new master, one who is beyond the petty accumulation of wealth.

After all, what is gold to one who trades in souls?

  • Sales Rank: #882555 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2003-08-01
  • Released on: 2003-08-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.88" h x .86" w x 4.27" l, .35 pounds
  • Binding: Mass Market Paperback
  • 320 pages
Features
  • Used Book in Good Condition

About the Author
Paul Kemp is a graduate of the University of Michigan and the University of Michigan Law School. He is the author of the Forgotten Realms title Shadow's Witness and contributed a short story to The Halls of Stormweather. Kemp lives in Michigan.

Most helpful customer reviews

38 of 40 people found the following review helpful.
Who doesn't like an Assassin with a conscience?
By EDD
We liked Angel in Buffy, Belthazzar in Charmed and we now have Erevis Cale as our semi bad guy who trys to do good. This book is really gritty and down to earth. No airy fairy type crap in here. I liken it to David Gemmell's "Waylander". Dark but good.

Cale is an assasin/butler whose master is dead. He decides to leave his employment and is hunted down by a vicious band of terrorists( joking), shapechangers who are after an artifact which will gain their master power.

The race is on for Cale to find out what the Hell is going on and why they are after him. His only companions are a halfling theif/cleric and a ex Zentil Keep assasin who really doesn't like either of them. Trust is pretty low.

When i say Cale tries to do good, i mean that his basic intentions are good but he has no problem getting down and dirty solving a problem, or torturing someone to get what he wants.

This book far exceeds the majority of Forgotten realms books i have read or sold ( I work in Dymocks Garden City Perth) and i should know having read my share of FR books. Now we all like our Salvatore books with Drizzt but i have to say that i like Cale better, not only can he fight, but the story is darker and you get that feel that the lights are down low and monsters around the corner. Also Mask the god isn't so much of a pansy as i have read in other books. With Salvatore you get that knight in shining armour feel which can get predictable after a while.

(...)

17 of 18 people found the following review helpful.
Dark But Far From Empty!
By Joe Rixman
Rarely do I come across a book that so quickly and completely captivates my imagination. Twilight Falling, the first novel of "The Erevis Cale Trilogy," is one such book.

Paul Kemp has crafted a novel of dark fantasy, rife with meaning, tone and richly detailed characterization, all the things you would wish from an outstanding work of literature. Along with an interesting plot and a writing style that practically forces the next page to be turned, This is among the finest fantasy novels I have read in some time.

Erevis Cale is an assassin, who, at the beginning of the story, also works as a butler for a powerful merchant family in an part of the Forgotten Realms known as Sembia. This book starts off where a previous novel of Mr. Kemp's, "Shadow's Witness," ends. The death of the family patriarch has provided the impetus for Erevis Cale to move on, to leave behind the life of family butler and to embrace his new role, that of a Priest to the God Mask, Lord of Shadows.

As Cale puts it, several times, Mask is a bastard, and rarely do things go well for Cale as he, and a former rival Drasek Riven, another assassin, are drawn into the schemes of a mage the god Cyric the Mad and his attempts to transform himself into a Shade, a being of shadow that is practically immortal. Along with Cale and Riven is Cale's friend Jak Fleet, a Halfling cleric and a former member of a group of do-gooders called the Harpers. These three heroes must discover who is trying to kill them and why before the Shadow Mage accomplishes his task.

Throughout the novel, Mr. Kemp creates characters that, for want of a better phrase, are as real as possible in a fantasy setting. Erevis Cale is constantly at war with himself. Is he a cold-blooded murderer, like Riven, or does he have a good soul, as Jak believes. The answer is a resounding yes...to both questions. Even Riven, who soul is perhaps the darkest of them all, finds levels of goodness that he isn't even aware he has, caring for two stray mutts and ensuring their health long after he is forced to leave them behind. Jak, the conscience, is willing to take the steps toward darkness after a violent and disturbing experience leaves his near death.

The tone of this book is dark, brooding and crammed with action and violence that, while not overwhelming, is not what one would expect in a Forgotten Realms novel. This, however, is one of the book's strengths, as it lends an almost realistic feel to the swords and sorcery otherwise being employed by the characters.

Finally, what makes this novel stand above most other fantasy, specifically shared-world, work, it the depth of exploration Mr. Kemp gives to the themes of this story. Redemption, friendship and loyalty are all given their just due by each of the characters, all of whom arc beautifully from beginning to end. As in life, our experiences change us, sometimes for the better, other times not to much. From the first page to the last, each of the three major characters experiences this arc...and leaves you gasping for breathe as the last scene unfolds...and sets you up for Page One of Book Two, "Dawn of Night," which you absolutely MUST begin reading immediately upon finishing Twilight Falling!

12 of 13 people found the following review helpful.
-
By Kris Miranda
The Forgotten Realms, and most shared fiction universes, tend to be disdained as less-than-substantive, and the writers as second-rate folks who don't have what it takes to get a "real" book published. Once in awhile, sure, a tie-in book is mediocre, but don't you get that everywhere? A lot of authors have proven time and again that tie-ins can be pretty damn great, and Paul Kemp is one of them.

The only complication about entering the Erevis Cale Trilogy is that it really helps to have read the entire preceding Sembia series, starting with Halls of Stormweather. Only Shadow's Witness stars Cale and is by Kemp, but the story of the Uskevren clan is made up of many threads, and a few of those are tied up in Twilight Falling. One can go on and enjoy the book, of course, but a more complete attachment to Cale - and yes, the other stars of the Sembia series - is necessary to fully appreciate certain moments. It also helps to have read a post-Shadow's Witness Cale short story whose name escapes me at the moment, but which is now available for free on Mr. Kemp's website.

Whew. Enough intro. One of the first things one might want to say about a Kemp novel (or a Salvatore novel or a Gemmell novel) is that the action, the fighting, the choreography, is great. And it's true. But don't make the mistake of thinking that action-heavy equals plot/character-lite. I believe a mantra Kemp goes by is "don't write action sequences; write suspense sequences that require action to resolve." It's an approach that's worked very well, and the reason is that suspense, I think, requires a level of affection for the characters in the predicament. A mindless fight with characters you don't care about is unfulfilling. A fight with characters you do care about, but with a conclusion that you can see coming, is also unfulfilling. But when the outcome's up in the air... Yes, there's plenty of great action in Twilight, but none of it is unnecessary, and little of it is predictable.

Kemp's created a terrific ensemble cast, giving his antagonists as much care and attention as his heroes. Of course, in Selgaunt, one is advised to use the word "hero" loosely. Cale is a decent man at heart, with iron discipline. What makes him interesting is why he needs that discipline, why it's so admirable. Like many of my favorite fantasy heroes, he's got a potentially dangerous temper and a talent for violence, and though he does his best not to let these consume him, when it's necessary to cause some pain, he doesn't hold back. Some might agree with his style, others might not -- because Twilight is written in a fairly tight POV, there is no omniscient authorial apology or justification for Cale's actions, only what he thinks of them and what his companions have to say. You make your own judgment, and that's a good thing. You're not being preached to in Twilight, even if it sometimes seems like some characters are preaching to each other. There's enough internal conflict and uncertainty that the answers aren't easy.

Difficult answers in a fantasy novel? And a shared-universe work at that? Surprised? Well, don't be. Kemp doesn't so much give us good and evil as virtue and malevolence, and assorted motivations and worldviews that keep things interesting. There's no take-over-the world scheme here, or destroy-all-that-is-good-and-beautiful. No, the motives make more sense, because they're more personal, and personal, I feel, is at least a little more plausible than sweeping and world-encompassing. These characters are people, not plot devices, and that, ultimately, is the reason these books are so good.

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Kamis, 05 Maret 2015

~ PDF Download To Catch a King/Wrath of the Lion, by Jack Higgins

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  • Sales Rank: #8474532 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1999-04
  • Original language: English
  • Dimensions: 7.25" h x 4.00" w x 1.00" l,
  • Binding: Audio Cassette
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Rabu, 04 Maret 2015

* Ebook Download The Fourteen Sisters of Emilio Montez O'Brien, by Oscar Hijuelos

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The Fourteen Sisters of Emilio Montez O'Brien, by Oscar Hijuelos

Born of Cuban/Irish parents, Emilio Montez O'Brien grows up surrounded by women, the youngest child of a family of fourteen sisters. His awareness of female charms blossoms at a very early age. As an adult he becomes a famous movie star. By the author of "The Mambo Kings Play Songs of Love".

  • Sales Rank: #17048976 in Books
  • Brand: Brand: Dove Entertainment Inc
  • Published on: 1995-01
  • Original language: English
  • Dimensions: 5.25" h x 4.00" w x 2.00" l,
  • Binding: Hardcover
Features
  • Used Book in Good Condition

From Publishers Weekly
Hijuelos's Irish-Cuban saga.
Copyright 1994 Reed Business Information, Inc.

From Library Journal
Hijuelos, author of the Pulitzer Prize-winning The Mambo Kings Play Songs of Love , has written a beautiful pastorale, loosely based on the idea of the limited text implied by photographs, in which the lives of 17 characters are developed. From the early 1900s to the 1980s, the Montez O'Brien family lives in a small town in Pennsylvania. As the title suggests, the family consists of an Irish father, Cuban mother, 14 daughters, and one son. Hijuelos interweaves their individual lives and loves, as in a family photo album, but reserves the fullest treatment for the eldest daughter, mother, father, and only son, who becomes a B-movie star and befriends, among others, Errol Flynn. Sexual liaisons play an important role, and Hijuelos composes women's stories with a loving hand. Readers looking for a strong plot and the urban sensibility of Hijuelos's earlier books will be disappointed; those whose interest is good writing will enjoy themselves. Previewed in Prepub Alert, LJ 11/15/92.
- Harold Augen braum, Mercantile Lib., New York
Copyright 1993 Reed Business Information, Inc.

From Kirkus Reviews
Hijuelos's fluency--whether seamlessly singing the sad ballad of a family harrowed by madness and displacement in his first novel, Our House in the Last World (1985), or the slightly happier, warmer, more infectious up-tempo one of the Pulitzer-winning The Mambo Kings Play Songs of Love (1989)--is his signature, and here he gives it a very, very long solo in a family chronicle that follows a huge Irish-Cuban family across the span of a century. The very title here speaks of muchness, and muchness is delivered--but much, disappointingly, about very little. The eponymous brother is a 1950's B-movie actor who hits the rocks, a pattern of modest success without hope of permanence that began with his Irish-born photographer father and Cuban poetess mother. The Montez O'Briens grow up in a small Pennsylvania town, and Hijuelos follows them out and back--to Cuba, New York, Hollywood, Alaska, Ireland--as they make do individually and together. But as often imperils such a feckless, loose-woven, overly charactered book, Hijuelos pretty quickly gives up trying to invest each sibling with the same detailed attention, focusing instead on the patrician eldest sister, Margarita--a woman of innate dignity and poise--and leaving the rest to serve as mere counterpoints. What Hijuelos seems to want to do more intently is write lyrically, and he does. Sometimes it's good lyricism--as in Mambo Kings, Hijuelos writes about sex with just the right amount of dirty relish and melody--and sometimes it's awful, plunging to the novice level: ``In his sisters' company, he'd experience a sensation of pure happiness and it would seem that everything around them emanated from those females, the world itself a fertile living thing, the earth beneath them humming with its unseen life....'' A family chronicle can manage to achieve both harmony and individuality- -Larry Woiwode's Beyond the Bedroom Wall is an example--but it takes a concentration of imagination that Hijuelos hasn't engaged here. Fat but flat. -- Copyright ©1993, Kirkus Associates, LP. All rights reserved.

Most helpful customer reviews

9 of 9 people found the following review helpful.
Another wonderful story by Hijuelos
By Mary Reinert
I believe I have now read all of Hijuelos' books and this one didn't disappoint. Although the oldest sister is the focal point of the story, the reader really gets to know the entire family -- each girl with her strengths, weaknesses, dreams, disappointments, and triumphs, and then there is Emilio surrounded by all those women in his life. The writing is so readable; the words just seem to "paint" a picture of this remarkable yet so ordinary family.

The book covers time from the turn of the century into the 1970's from Cuba, Ireland, and the US. The plot is an ongoing saga with no great twists and turns although as in real life, surprises do occur. The culture of US and Cuba is a realistic backdrop. Overall, great story about a great family -- but one not much different than any families we might know (of course, 15 children is a bit rare today).

The writing in this book just pulls you in; it's not a "page turner" of excitment. Rather it is a slow addiction.

5 of 5 people found the following review helpful.
Endless descriptions
By readmymind
I never feel compelled to rate books I've read. However, having purchased this book based on the rave reviews, I wanted to let people know that this book may not appeal to everyone. I virtually always finish any book I start, but since I read for pleasure, I decided not to punish myself by finishing this one. This writer is able to describe things beautifully. The problem is, that seems to be the main theme of the book -- descriptions. Long, rambling descriptions. This book is the equivalent of that person you never want to get stuck in the corner with at a party -- the one who goes on and on and then trails off on conversational side streets that have nothing to do with the original subject. For instance, at one point it sets out to describe something that is apparently about to happen on a particular day. It begins by describing the day and what everyone is doing and feeling and wearing on that day, then it tells about one of the sisters hanging a birdhouse, and from there goes on to describe their many birdhouses, followed by an in depth analysis and description of the person who gave them most of the birdhouses, (not a character in the book), and from there even goes on to describe the personality of yet another person whom the giver of the bird houses resembles (also not a character in the book). Bored yet? It goes on so long you forget where you started or where this rambling discourse was supposed to lead. It seems to be a book written to allow the author to use his gift of imagination and description, with any plot being completely secondary to the ongoing discourse. Although I'm sure there's a story in there somewhere, I got too bogged down in endless rambling detail to find it, or to care. I love it when an author is able to use beautiful words to paint a picture in my mind, but this was just too much. If you like words for the sake of words, and delving deeply into every single aspect of a person's thoughts and the activities of any given day, or a person's entire lifetime, regardless of whether they have anything important to contribute to the story, then you will love this book. Clearly, many people DO love it, and that is great. I just want to let those people who may not care for this type of writing know that it is not a book to be read for the plot or the story. It is a book to be read for the details. The plot, if in fact there is one, is entirely secondary.

6 of 8 people found the following review helpful.
not that much plot, but decent prose
By J-Rock
This book was okay, but it did not really meet my expectations. I was expecting a lush romance in the Latin

tradition of "Love in the time of Cholera" that portrayed an entire family. The marriage of an Irish immigrant and his Cuban wife in Pennsylvania gave me a picture of a unique family and a different perspective on how families can arrive into our country. But it was really hard for me to figure out what this book was specifically about. A couple of characters get greater emphasis but it is more a long series of episodes than a novel that progresses towards an ending or even a complex picture. I think the novel would have worked better as a collection of short stories than the rambling work we have here.

Not bad, but I don't think this is the author's best work and I may try something else by Hijuelos like Mambo Kings before I give up on him. I enjoyed his prose and I hope to read something by him that tells a better tale.

2.5 stars

--SD

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Selasa, 03 Maret 2015

@ Download Ebook Case Studies in Applied Sport Psychology an Educational Approach: An Educational Approach, by Mark A. Thompson

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Case Studies in Applied Sport Psychology an Educational Approach: An Educational Approach, by Mark A. Thompson

Brand New, Unread Copy in Perfect Condition. A+ Customer Service!

  • Sales Rank: #1331867 in Books
  • Published on: 1998-07
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 7.50" w x .75" l,
  • Binding: Paperback
  • 264 pages

Most helpful customer reviews

2 of 3 people found the following review helpful.
Delivers an insightful view of the mental side of sports!
By A Customer
The case studies provide an excellent flavor of the mental side of sports for all you "armchair" athletes and sports psychologists to savor. As a psychologist and self-proclaimed athlete, I was entertained and enlightened by the multitude of case studies that Thompson and Vernacchia chose to explore. I found myself relating my own sports-related challenges to those offered in the book. The funnest part was formulating my own hypotheses about the various issues that were presented in each case. This is a must read for anyone who has been frustrated by the challenges of competitive athletics. You're not alone! However, you might find that you're #1 competitor resides in the barriers that you have built in your own mind. Learn how to knock down, or atleast, get around those self-imposed barriers.

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@ Free Ebook Shadow's Witness: Sembia: Gateway to the Realms, Book II (Bk. 2), by Paul S. Kemp

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Shadow's Witness: Sembia: Gateway to the Realms, Book II (Bk. 2), by Paul S. Kemp

Erevis Cale

The loyal servant of the Uskevren family, has a terrible secret.

Now, when a ruthless evil is unleashed on Selgaunt, the butler's ties to the underworld may have put the Uskevren in jeopardy. Erevist must finally prove his loyalty -- to the city and to the Uskevren.

He won't get a second chance.

  • Sales Rank: #293853 in Books
  • Brand: Brand: Wizards of the Coast
  • Published on: 2007-04-10
  • Released on: 2007-04-10
  • Original language: English
  • Number of items: 1
  • Dimensions: 6.80" h x 1.10" w x 4.20" l, .38 pounds
  • Binding: Mass Market Paperback
  • 320 pages
Features
  • Used Book in Good Condition

Most helpful customer reviews

16 of 18 people found the following review helpful.
Great
By Neso
"Shadow's Witness" is the second book of the Sembia series, and the first novel of the respective series, since the first book was a set of short stories.

Paul S. Kemp truly unleashes his writing talent in this book, bringing us a great story about even better characters. The character(s) really carry this book. Erevis Cale, whose interesting concept was introduced in the "Halls of Stormweather" anthology, is given flesh and blood in this book with his constant introspective, dilemmas, and most importantly, those little details that really differentiate good characters from truly great ones. Supporting characters are also very good, with a little left to be desired in the villain department. Somehow, I enjoy human(oid) villains much better than demons and such.

The plot is also good, not overly complicated, but with strong twists and turns. I only wished for a little bit more intrigue and scheming, but after all, this is a character-driven book.

Kemp breaths life into city of Selgaunt, the setting of this book, and gives the other authors in these series a great foundations to build on. Very rich in lore, this book.

I must say that I've read "Erevis Cale" trilogy before this book, and I guess it took out the suspense for me a bit, since I knew, generally, how it was going to end.

If you liked this book (and you really should've), then you ought to check out above mentioned "Erevis Cale" trilogy (A fantastic trilogy), and the subsequent "Twilight War" trilogy. There is also a good short story indirectly connected to Erevis Cale in "Realms of Dragons I" anthology. All of the mentioned was written by Kemp, of course.

Check out this novel, you will get an evening of great fun.

7 of 7 people found the following review helpful.
Hard-Hitting and Intense
By A Customer
A few things. If you haven't read Cale's prequel story in Halls of Stormweather, you should do so first. It adds depth to the conflicts in this book. Also, be advised that this book has a fair amount of violence in it, but it works very well to highlight the evilness of the villains, and the terrible world Cale is stuck in. ON to the reveiw.
This book picks up where Halls left off and further explores the conflicts in Cale's life, his relationship with Jak Fleet, his secret past, etc. And in addition, another layer of inner conflict is added in this novel, but I won't spoil that for you by writing about it.
The novel starts out dark and intense, keeps up throughout, and ends in a very satisfying way (but still leaves plenty open for sequels). Cale's guildmaster, the Rightous Man, has a summoning go awry in his efforts to destroy a rival, and all Hell breaks loose in Selgaunt. When Cale and the family he loves are directly effected, he takes action and the novel takes off like a bullet. I read this whole thing in one sitting. In the process of facing external demons, Cale also must face his internal demons. He does, and the tale is well told.
IMO, Cale is one of the best characters to come along in FR books for a long time. If you want a wild ride, have a read.

4 of 4 people found the following review helpful.
Great Except....
By Travis Eisenbrandt
Shadow's Witness by Paul S. Kemp is the second book of the Sembia: Gateway to the Realms series.
It follows the events of Resurrection by Paul S. Kemp, the short story in The Halls of Stormweather anthology.
The story is about the Uskevren's butler, Erevis Cale seeking revenge for a tragedy that befalls the Uskevren household. Along the path of revenge, Cale goes up against demons, Harpiers, and the struggle to except a god.

Negatives:
1) Wounds and Damage. The thing that really bugged me about the story is that Cale can take insane amounts of damage and live. I would think that getting cut from your gut to your throat would be very fatal. But I guess not.
2) Uskevren complications. The other thing that bothered me was I would want to know what happened after Cale returned. Hopefully, the following stories will answer my questions.
3) A Certain Character. Drasek Riven didn't seem as developed and really lack a lot of depth. And seeing that I'm a fan of Riven in the Erevis Cale Trilogy, I was really let down.

Positives:
1) The characters. I really enjoy the character of Cale. To be a killer and yet have a sense of humanity is pretty interesting (to say the least). I also liked Jak Fleets ability to find some humor when he is scared.
2)The books pace. The story read really well. I didn't want to put it down for to long and I finished it fairly quick. There were some parts that weren't as well paced but most of the story flowed well.
3) Simplicity. I was most impressed by how easily the story read. Most author use 'fancier' words to spice up a lot of Forgotten Realms stories, here everything is pretty basic wording. Yeah, sure it may not seem that impressive, but reading other authors, I've noticed that they place in words that didn't fit in with the other wording.

Overall: 4/5

*I would have given it a 4.5 but Riven really was a disappointment

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