This is a most awesome book. Even if you don't like the worlds or the concept of them being connected, there is so much more. Advice on merging D&D with D20 Modern, how to use influence to replace money, pacting with planar beings, and a system of magic that involves binding the power to the caster. Unlike the recently released Magic of Incarnum, the warden powers have an influence (or money) and xp cost. Which is a good thing since the wardens are much more powerful than the incarnum users. Influence is interesting in that it involves the PCs in groups- companies, gangs, communities, etc. You can join or (at increased cost) request favors and items from the various groups. At 80 pages, it has a lot of examples and suggestions.
I can't suggest this book enough if any of the above seems interesting to you. The only problem I have with it is the confusing introduction and history to the First and Second worlds. But, as I wrote above, the rules are much more interesting than the setting.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>
[5 of 5 Stars!]