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Fantasy Commodities
Publisher: Dark Quest Games
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 10:11:35

This is a short, 5-page booklet describing a range of items that any merchant in a fantasy campaign might be dealing in. There are fifteen commodities here, all of which have a rich fantasy flavour, and are provided with prices and weights alongside the text descriptions.

Two of the items are types of clay, but all the others are organic - mostly plants of various kinds. The descriptions are generic, but easy to adapt to any rules system or setting. The nice thing about them is that they are pretty original, and their mere existence should provide a strong sense that the characters are living in a magical world, where the merchants are not just dealing in silk and spices.

The layout is basic, as one might expect for the price, with only the cover in colour, but is competently done. Overall, a nice booklet that achieves what it sets out to.



Rating:
[4 of 5 Stars!]
Fantasy Commodities
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Clothing Bits : Outerwear
Publisher: Dark Quest Games
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 09:53:24

Clothing Bits: Outerwear is a compendium of cloaks, coats, and jackets of various kinds for use in a fantasy campaign. The illustrations are good, including some photographs, although their full colour nature will make printing a little ink-heavy.

The first section of the book is a reasonably detailed and comprehensive selection of items, with well written descriptions. These are all normal items of clothing, presumably intended just to flesh out the appearance of your character, although its odd that there are no prices included, if this is really intended as some kind of shopping list.

Eleven different "special" items follow, which are essentially those that provide some sort of rules bonus (written for d20). Even characters not concerned with fashion might want to buy these, so the lack of prices here is even more puzzling. They provide varying levels of bonus to things like cold survival, disguise, and even intimidation, which would obviously make them useful. Some of the bulkier items, such as the cold survival gear, should also, presumably, have some sort of weight or limitations to dexterity listed, but, again, that isn't covered.

There are twenty magic items listed, and unlike the others, these are properly stated out, with prices, weight, and the necessary requirements for making them. Each is a different type of garment, based on those in the previous two sections. As one might expect, most provide bonuses to concealment or protection, although there quite a range of different magical effects among all the different items. (This feels somewhat less odd than it did for the companion volume on footwear, although that could just be me).

The book closes out with a selection of "unique" items, the purpose of which isn't very clear. They basically look nice, and have at least some sort of story associated with them, but that's it. Even when a nice, green, coat was once owned by the king of the dwarves, its difficult to see how to construct a scenario around it... presumably you could sell it for a fair amount of money, but there's no guidelines on that.

Overall, the book is pretty good for what it is, and is well written. It would have been much better with a price list, and some idea of what you're supposed to do with it all (other than the magic items, which are fairly obvious). I'd recommend it as a source of ideas and magic items for fashion-conscious characters, but it seems that it could have been better.



Rating:
[4 of 5 Stars!]
Clothing Bits : Outerwear
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CAULDRON SUPPLIER'S GUIDEBOOK, VOL. 1 (Generic/Universal)
Publisher: Dark Quest Games
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 08:42:53

This 6-page booklet (not counting the cover) is a listing of possible ingredients for making potions. Each ingredient gets a one paragraph description and there is also a price list. The book is generic and stat free, although a simple ingredient list probably doesn't need much in the way of rules anyway.

This might be useful as a means of providing a little background atmosphere, or of giving adventurers the opportunity to sell the spit of the wyvern they've just killed (for instance). There's little indication of what the ingredients might do, beyond the fact that they can be bought or sold for money, and the utility of the book is probably therefore somewhat limited.



Rating:
[3 of 5 Stars!]
CAULDRON SUPPLIER'S GUIDEBOOK, VOL. 1 (Generic/Universal)
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Caelumancy
Publisher: Bards and Sages
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 08:19:55

Caelumancy is the term used in this book for truly potent weather and nature magic. It's described as a crafting feat, by analogy with making magic items, but effectively the powers listed here are spells that affect areas miles across for months at a time.

There are eight different weather effects, which tend to closely resemble spells such as Control Winds or Lightning Storm, except for the greatly increased duration and area of effect.

Most of the effects listed in the book, however, have nothing to do with weather: for example, a further fifteen relate to living things, and here resemble (without just duplicating) spells like Goodberry or Plant Growth.

Five further effects are described as "boons" and do things like changing all water in the vicinity into healing potions, while five are "wracks" and are more like Contagion. Four "apocalyptic" effects create things like earthquakes and volcanoes.

In addition to the effects themselves, there are some additional feats for their creators, a section on how to dispel such powerful magic, and a fair sized selection of ideas on how to combine different effects to produce weird bits of magical geography. Also, some of this weather can apparently become sentient - presumably because magic items can - which does, at least to me, feel a little odd.

Its all pretty powerful stuff, although, like magic items, creating it requires expenditure of XPs and large amounts of money (quite what the money is spent on is unclear, however). As magical effects that can bring flavour to a game world its actually pretty good, and there are also rules for things like extreme weather.

GMs might, however, be wary of actually giving these powers to PCs. But even so, they can be used as rules for creating unusual meteorological or geographical hazards in a high-magic world. The list of effects is fairly comprehensive, and doesn't simply duplicate more regular spells. There are some good ideas here, although you might want to be careful how you use them.



Rating:
[4 of 5 Stars!]
Caelumancy
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Better Damage Through Alchemistry
Publisher: Tangent Games
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 07:21:51

Better Damage Through Alchemistry describes, as its title implies, how to use chemicals to cause damage and injury in d20 systems. It covers a range of chemicals, including varying strengths of acids, bases, chlorine gas, and so on.

All of the chemicals are ones that exist in the real world, although a great many are modern discoveries not known in the middle ages. (Of course, in a world that already has magic, that's not necessarily much of an issue). Each comes with a brief description, and a reasonably detailed summary of the effects of splash damage, ingestion, and inhalation - which reads a little like a Hazard Data Sheet, but with game rules. This information is also summarised in a table at the back of the book.

There are 16 chemicals in total, which is a fair selection. Many of them are quite deadly, but that's likely fair enough - drinking concentrated sulphuric acid isn't going to do anyone any good. The layout of the product is good, including drawings of alchemical symbols (again, real world ones, so far as I can tell), and, aside from the cover, everything is in B&W, and should be easy on a printer.

The book is clearly based heavily on real-world data, but applies it competently to the d20 rules. If you want to add real-world chemicals to your game, with some variety between different kinds, this is a handy resource.



Rating:
[4 of 5 Stars!]
Better Damage Through Alchemistry
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A Year of Celebrations: January
Publisher: Healing Fireball
by JK R. [Verified Purchaser]
Date Added: 01/30/2011 05:50:30

This booklet is the first of a series, each covering possible celebrations and other atmospheric information to cover one month of the year. It is ten pages long (not counting the cover and contents page) and comes in both a colour and a printer-friendly B&W version. The colour version includes interior artwork, consisting of public domain images of early Victorian life.

Most fantasy worlds, in my experience, do not use the Gregorian calendar, or even a close variant of it, which means that the product will probably require some adaptation to use in such a game. That's unavoidable, of course, given the profusion of possible calendars out there, and its easy to transplant the celebrations provided to wherever they would fit in your own calendar.

This booklet provides four celebrations, based around the concepts of the dead of winter, and of the New Year. (The latter, of course, may also vary in fantasy worlds - many real world cultures consider the year to start at the beginning of spring, and this is also a popular choice in the published fantasy settings I've looked at). Each includes details of the celebration itself, generic notes on its history, and advice on how they might apply to characters working as entertainers.

The celebrations are fairly generic, and easily adaptable to any game world that actually has a winter season. They seem to assume a fairly low level of ambient magic, but that's probably not a bad default. There's also a one page summary of the month, and although not really providing anything you couldn't find on Wikipedia, it makes sense to include this to set the scene.

The booklet rounds out with some general advice on how to incorporate festivals into your games, which one hopes will not be repeated too much in the later supplements.

All in all, if you want to add a few celebrations to your game to enhance the atmosphere or to serve as plot hooks for your PCs, this is a pretty handy source of ideas, and not bad for $1.



Rating:
[4 of 5 Stars!]
A Year of Celebrations: January
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Arcana, The Northlands Source Book
Publisher: Avalon Game Company
by JK R. [Verified Purchaser]
Date Added: 08/01/2010 05:47:32

This book describes the north-western parts of the Arcana game world, useful as a setting in its own right, or as a source of inspiration for use in other settings.

In terms of content, the book is good, packing a lot of detail and atmosphere into its 51 pages - not bad for just $4. There is a lot of useful detail in here about the layout of castles, the major political figures in the region, and so on, much of it including handy plot hooks to make the setting come alive.

The artwork and layout are also good, especially considering the price, although the parchment effect used on most pages may make printing rather slow. There are several versions of the region map, allowing for large printing, or pointing out settlements, non-human population centres, geographical features and so on. The maps themselves are reasonably well done by modern standards - not truly stand-out, but better than those in many comparable books.

Unfortunately, the book is let down badly by the lack of proofreading: it is littered with spelling mistakes and grammatical errors. Picking one page at random I identified nine errors in just 523 words - almost one every other sentence. Notably, they are all the sort that a computerised spelling/grammar checker wouldn't pick up, but sadly that doesn't make the text any more readable. (It may be that the author is dyslexic, but that would just emphasise the need for someone else to check it over before publishing).

Unfortunately, for me, this made the book so frustrating to read that I had to knock the rating down to a 3 in what would otherwise have been a very good book. This should have been an excellent product, but, for me at least, it's too unreadable to be of use. Which is a shame.



Rating:
[3 of 5 Stars!]
Arcana, The Northlands Source Book
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RDP: Aquatic Hazards
Publisher: Gun Metal Games
by JK R. [Verified Purchaser]
Date Added: 03/20/2010 05:11:35

This is a simple book that describes a range of magical environmental hazards that characters could encounter while in, or on, sizeable bodies of water.

The hazards mostly range from CR1 to 5 (a few are variable), and are described with simple rules and an explanation of their origin. Many are drifting clouds of magical energy that deliver various types of damage, while others are static forms of sea life, such as coral or sponges. A few are rather more deliberate creations, and the book rounds out with a 3rd level spell for creating one of them.

Interestingly, pretty well all of the hazards outlined here could work just as well above water with little, if any, modification. A cloud of magical energy, for example, can surely float through the air as easily as through the sea. Nonetheless, the aquatic theme adds a nice touch and makes some of the hazards seem a little more unique than they might otherwise - making the aquatic environment feel different to that on dry land.

The quality of the production is actually pretty good for a $1 book, and overall, I'd recommend this as worth a look.



Rating:
[4 of 5 Stars!]
RDP: Aquatic Hazards
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Thinking Races: Inhuman Beauty
Publisher: Skortched Urf' Studios
by JK R. [Verified Purchaser]
Date Added: 07/28/2009 08:06:52

Thinking Races: Inhuman Beauty describes six new player character races. Each is, ostensibly, one often regarded as being physically alluring, yet obviously non-human. Physical allure may well be in the eye of the beholder, especially where the sphinx is concerned…

The first race is an alternative interpretation of centaurs, describing them as Fey, rather than as Monstrous Humanoids. This emphasises their connection with nature, but does not generally seem to make too much difference from the regular sort of centaur. Second are a variant type of dryad, able to change the plant they are connected to, giving them a little more mobility than the regular sort. Even so, they seem a little limited as adventurers, unless, perhaps, their plant is particularly portable (and the book is a little unclear here as to how possible this is supposed to be).

The Serpentines, which are half human half snake (but a lot sexier than, say, a yuan-ti abomination) are perhaps the most original race, and the most deserving of being slotted somewhere in a campaign world. They do seem a trifle over-powered for a race without a Level Adjustment, though.

Despite the name, Sirens do not at all resemble the half-woman-half-bird creatures of Greek legend, but are actually a Fey version of merfolk. Which seems a slightly odd choice for a name (unless you’re French), although it is hard to deny that mermaids are one of the best examples of “alluring but obviously non-human” in traditional folklore, so it would have been stranger still to leave them out. Aside from the name, though, this is a fairly good treatment of fey merfolk considering the space available, and they can walk about on land, to remove the obvious objection to them as PCs.

The fifth race are sphinxes, which seem a little odd, even in comparison to the other races here. Unlike the others, they do have a Level Adjustment. Finally there are the Swiftwing Pixies, which are traditional flying fairies. This is a good interpretation of that concept, with some added discussion on using a race so small and weak as potential PCs. They are best employed as mobile and hard-to-spot spell-casters, although even then, one wonders about their ability to use and carry the material components for some spells.

Following the six races is a section on rules for romantic entanglements, or, rather, the mechanical benefits of already being engaged in some. The suggestion that a third axis of Selfless/Selfish be added to the standard alignment system seems out of place here, and the attempt to argue that it’s independent – so that Chaotic Evil Selfless is a valid alignment – is not wholly convincing. The spells for familiars, while reasonable enough, also seem slightly out of place. The rules that actually are connected with familial and romantic love at least seem to belong, and are mostly fairly reasonable if you want there to be clear magical benefits to such things.

On the whole, despite the focus on PCs, much of the material in the book will probably work better for NPCs and campaign background. Still, if you are looking for some really exotic alternatives to the regular player races, this is a good source for its price.



Rating:
[3 of 5 Stars!]
Thinking Races: Inhuman Beauty
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Clothing Bits: Cloth and Dyes
Publisher: Dark Quest Games
by JK R. [Verified Purchaser]
Date Added: 07/27/2009 09:52:48

This is another of those books for players and GMs that like a lot of detail in their campaign worlds, focussing on a little thought about aspect of such worlds: cloth and dyes.

The items in the book are divided into three categories. First are exotic cloths, which have no rules benefit attached to them, but which serve to add flavour to the setting. All of these make perfect sense as something that could exist in any D&D world, and are portrayed in a suitably generic way, making them easy to import. A table summarising the costs of these cloths would have been helpful, but the information is there in the text for most (if not all) of them.

Secondly are magical cloths, which can be used to create clothing that grants the wearer some sort of bonus. Mostly these are protective bonuses, and generally quite low level at that, but that makes sense, and at least there is nothing overpowered. There is a table of prices in this section, along with the usual construction stats for magic items. An oddity though, is Spark Cloth, which has by far the longest description of any item in the book, including a whole page of introductory story. Well, OK, although I could have done without the story… but why is this is the only item in the book to have no stats? What, exactly, in rules terms, does it do? This seems a surprising omission, especially given the prominence this particular cloth is given.

Finally come the dyes; alchemical preparations that, in addition to imparting colour to a cloth also grant some sort of magical bonus. Like the magical cloths, most of these seem perfectly plausible for a standard D&D setting (though I’m unconvinced by the nymph blood dye), and they are well described and not over-powered. Again, there is a table summarising the prices.

All in all a good product for what it sets out to do, at a reasonable price. A few minor omissions prevent me giving it a 5/5, but it’s a good, solid entry in this niche corner of the market.



Rating:
[4 of 5 Stars!]
Clothing Bits: Cloth and Dyes
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Clothing Bits: Footwear
Publisher: Dark Quest Games
by JK R. [Verified Purchaser]
Date Added: 07/26/2009 11:28:31

This is, as the title suggests, a booklet describing different kinds of footwear for use in a fantasy setting. It divides them into four categories, in order of increasing rarity.

First are items of “mundane” footwear. This is a surprisingly broad list of different items from varying human and non-human cultures, all of which are well described. Next come “special” items, which are those used for a specialist purpose (such as snow-shoes), and most of which provide some sort of circumstance bonus for particular tasks. On the whole, these seem quite sensible, and, again, there’s a good range.

Third are the magic items. Most of these are perfectly reasonable, not overpowered, and associated, logically enough, with movement in some way or another. The Moccasins of Berserking seem rather strange, though. If you were going to make an item to make the wearer berserk, why choose his footwear (rather than, say, an amulet or weapon)? Are they especially uncomfortable or something? It’s not ridiculous, but it does seem fairly random.

Finally, there are the “unique” items. These are, perhaps surprisingly, not magical, but items with a distinctive appearance and some sort of special historical significance.

The main question you are left with, however, is what the purpose of the booklet was intended to be. The magic items are self-explanatory, and worth a 3/5 on their own, but the rest of it? The suggestion that this might be a guide for PCs who like shopping doesn’t make sense, since none of the non-magical items have a price listed. Which seems especially odd for the “special” items, most of which grant some sort of bonus that an adventurer might just want to take advantage of.

The purpose of the “unique” items is less clear still. One might suppose that they are supposed to be treasure, intended to be exchanged for cash when the adventurers return home. But, again, without any hint of their monetary value, that makes no sense. And it is not as if they do anything, other than look pretty.

In terms of physical quality, the booklet uses a lot of colour and shading on every page, making printing a bit of a pain – although at least it isn’t too long. On the plus side, the photographs of footwear are good, and the proof-reading is to a high standard, which is all too rare in booklets of this price range.

Buy this for the magic items, which are properly statted up. But not for the rest of it, unless you don’t mind creating your own price list to go with it. Overall, this feels as if it is half-finished.



Rating:
[3 of 5 Stars!]
Clothing Bits: Footwear
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Adventurer Essentials: Iron Rations
Publisher: Skortched Urf' Studios
by JK R. [Verified Purchaser]
Date Added: 07/26/2009 06:06:19

Where other books in this series have tended to concentrate on mundane and magical variations of a standard adventuring item, this one is longer an analysis of the basic idea. What are iron rations? How long will they last before going off? What exactly are the effects of missing a meal? And to what extent to common spells such as Create Water and Goodberry make a difference?

Of course, in addition, there are variations for each of the player races, plus a subterranean version for the likes of drow. (I'm not clear why this latter would include moss, which requires sunlight to grow, but that's more a matter of the nature of the Underdark than anything else). There are a couple of magic items, but these are both fairly straightforward.

As seems to be common with this series, there are a number of spelling errors, and quite a lot of whitespace that means the 12 pages contain rather less information than you might suppose. But, otherwise, production values are fairly good.

Primarily, this is a booklet to add detail to your games - ensuring that your characters don't starve to death, while having food be realistically perishable. And, if you want that extra detail, I'd say this is pretty useful, and a good entry in the Adventurer Essentials series.



Rating:
[4 of 5 Stars!]
Adventurer Essentials: Iron Rations
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Adventurer Essentials: Lantern
Publisher: Skortched Urf' Studios
by JK R. [Verified Purchaser]
Date Added: 07/26/2009 03:50:29

Despite the title, this booklet covers a range of different light sources - excluding torches, which got their own book.

There are a wide range of such light sources here, with some discussion of their relative pros and cons, and quite a lot of magic items. Indeed, many of the "basic" devices listed are, to all intents and purposes, cheap magic items.

But, while the coverage is broad, and includes many useful items, both magical and mundane, it doesn't hang together quite as well as some of the other booklets in this series. Why, for example, do so many races with darkvision go out of their way to create novel forms of illumination? And why do we get world-background information, such as a half-page myth, when the book should really be focusing on rules and equipment?

Most of the magic items make sense, although a few are, perhaps, a bit over-powered. More seriously, some of them seem completely random, possessing magical properties that have nothing to do with being a lantern - you could put the same enchantment on (say) a pair of gloves, and it would make as much sense.

There are relatively few typos in this, although at one point, there are three different spellings of the word 'kerosener' in as many paragraphs, which is a little jarring. And page 11 looks not to have been properly laid out - although, again, only enough to be jarring, not to actually make it difficult to read.

Despite all this, the booklet is cheap, most of the magic items are good, and there's a fair range of mundane items. So it's not bad, by any means, it's just that a little more thought could have made it better.



Rating:
[3 of 5 Stars!]
Adventurer Essentials: Lantern
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Adventurer Essentials: Rope
Publisher: Skortched Urf' Studios
by JK R. [Verified Purchaser]
Date Added: 07/26/2009 02:48:11

What adventurer doesn't use rope? Very few; and that's what makes this booklet a nice idea. Moreover, it's well presented, and worth the low asking price.

The book covers various different types of rope, pointing out that, for most adventurers, the rope in the standard equipment list is probably heavier than they actually need. There's discussion of the block and tackle (an item on the standard equipment list that's never really explained), and of rope bridges, among other items of equipment, as well as a basic discussion of the use of knots. All handy, simple information, well presented.

Some useful magic items too - and good to see that the Box of Infinite Rope is priced high enough to make it difficult to make a profit out of the thing (and thus put ropemakers out of business!)

I have a few minor quibbles, but nothing serious. There are a few typos here and there, and a few oddities in the layout, but nothing that causes a problem. I'd have liked to see a little more on rope bridges, and it's unclear why rope made from the silk of giant spiders is weaker than that made (presumably) by silkworms. You'd have thought it would be stronger - the strands must be thicker, right?

On the whole, a good, basic product, well-packaged for the price.



Rating:
[4 of 5 Stars!]
Adventurer Essentials: Rope
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Thinking Races: Diverse Humanity
Publisher: Skortched Urf' Studios
by JK R. [Verified Purchaser]
Date Added: 03/31/2009 10:20:04

The stated purpose of this book is to describe a number of variant races of humans, suitable for use in any fantasy game world. In this, it achieves a somewhat mixed level of success.

But first, some general points. The quality of the book, in terms of general layout and artwork, is perfectly acceptable for the price. However, it would have benefited from a contents page, or some bookmarks, given the large number of races described within. Also, most of the races are superior to normal humans, having all of the usual traits and advantages, with additional bonuses besides. Yet, oddly, only one (the Primordials) has a racial Level Adjustment, making regular humans seem a distinctly inferior choice.

The variant races fall into roughly five categories. First are a couple of variant humans distinguished only by some slightly unusual feats, and with little description to make them at all interesting. One rather wonders what the point was.

Next are a pair of somewhat bizarre races with rather more detailed descriptions. They both seem fine as far as they go, but they are odd enough that they just don’t seem very human, and feel a little out of place.

The third category, however, is the best part of the book. These two races – the Primordials and the Imperials – are both really collections of sub-races grouped together by a common theme. In total, then, this section actually covers 20 different races, and these feel very human, and exactly the sort of thing that one could use in almost any fantasy campaign. There is however, quite a long digression in the form of a description of the Imperial pantheon, which seems like a collection of fairly typical fantasy gods (in fact, they remind me of the Birds Gods of Rinliddi from RQ/HQ). Nothing really wrong with them, but they look like the sort of thing that belongs in a world gazetteer, or a book about religion, not a book on human races. I would rather have seen the Primordials fleshed out more. That aside, the races listed here are just the sort of thing that I can see myself getting real use out of.

Fourth comes, well… halflings, albeit called by a different name. Nothing wrong with having halflings be closely related to humans in your own game world, of course, but it’s difficult to see what they’re doing here. There’s a 1-page description of the halfling gods, too.

Finally, the book rounds out with a collection of half-breed races. Four of these are from the standard D&D books (half-elves, half-orcs, aasimar, and tieflings), providing nothing that isn’t in those books, barring a slightly different physical description. The half-dwarves and half-gnomes are functional enough, but were done better in “Races of Consequence”. And who would have thought that half-dwarves are naturally skilled lovers, eh?

All in all, this book has some great material that delivers what the cover promises. But it also doesn’t quite seem to know what it wants to be, vacillating between variant human races and descriptions of a particular game world. Its easy enough to adapt, but why is it there at all, when the book makes no claims to be a world gazetteer? Space used on this sort of material could have been better employed dealing with the books core subject matter, and giving it all a clearer focus.

Having said all that, the good material in here is well worth the price of $4, and for that, I am happy to rate it as 4-out-5. If you’re looking for ideas for variant human races, for this price, it’s a good place to start.



Rating:
[4 of 5 Stars!]
Thinking Races: Diverse Humanity
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