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Realms of Twilight Sample
Publisher: Silver Crescent Publishing
by chris h. [Verified Purchaser]
Date Added: 02/06/2011 09:25:31

I first heard of Realms of Twilight from a role-playing message board website both the author and I frequent. Almost as soon as the physical book became available I ordered it and have been quite pleased with Mr. Marshall’s work. So, in the interests of being more precise, I feel the need to point out my review is of the physical book rather than the PDF version. The game world, Relistan, exists in a perpetual dusk-like state of illumination. Ages ago an epic ritual blotted the True Sun from the sky and now the world is lit by reflected light from Relistan’s three moons. Over time both flora and fauna evolved to compensate for the darkness. In other message forums the author has given sound reasoning for his world’s idiosyncrasies and this makes Relistan seem much more unique than gimmicky. This is not, as some have suggested elsewhere, a Pathfinder/3.5 OGL rehash of Ravenloft. Realms of Twilight is as separate and self-contained as any campaign setting in print or otherwise.

The book spends many chapters on the history of its people and continents. All the major fantasy races have a place in RoT, plus the indigenous races of Nightlings and Umbrals. Nightlings, a semi-barbaric people distantly related to Halflings, remind me of the Talenta Halflings in Eberron. The Umbral people’s history surprised me since their ancestors were Undead. With the shattering of a mystic gem within their god’s chest the Umbral rose from undeath to true life. As such, other races aren’t very trusting of them and the Umbral return that mistrust. Players who prefer playing outcast types like Tieflings should look into this race. I don’t recall a similar story anywhere. There are demi-human variant races available for those who don’t wish to play a “vanilla” race. The world of Relistan contains five major continents with a chapter devoted to outlining the legends, geography, politics and peoples of each. The chapters provide enough detail for both players and GM’s to feel comfortable gaming in this world without railroading them with too much detail. I look forward to the first supplement to the Campaign Setting, which I hope is devoted to Kesuril, the first continent mentioned in the book. I also think a Player’s Guide to Relistan would be useful while not critical to have.

Beginning with Chapter 8, the Campaign Setting provides rules for Prestige Classes. The Acolyte of Twilight provides both Pathfinder and 3.5 adherents a more accessible version of the Dragon Disciple found in 3.5’s DMG, balanced by the deity prerequisite. Disciples of the Shadow remind me in a limited way of the Grey Guard of Heironeous, a secretive band of warrior-clergy within the larger church. Elemental Fists are Monks who gain benefits from harnessing the power of the elements. It sure is a flashy and attractive class with the abilities and resistances gained at higher levels. In the hands of even a mediocre player, this prestige class can put the screws to Game Masters. Speaking as a GM, I don’t like it--at all. The Fire Dancer, a Bard-centric prestige class, is interesting to me in that her command of fire gets so powerful that the flames at a certain character level can become a medium-sized fire elemental under her control. If I had anything bad to say about the class, the combat bonus progression seems too good for a class not intended for a front-line melee combatant. Hunter of the Wastes brings a touch of the Clerical to what is at first blush a Ranger-specific prestige class. Given that in Relistan’s lack of direct sunlight Undead have less to fear, this class will see a lot of gameplay. Lastly, the Shadow Speaker class will appeal to the sneaky players in groups, so long as they play Umbral characters. The combat bonuses for this class are more in line with what I would have expected for the Fire Dancer, but they work for the Shadow Speaker too.

Further chapters provide new deities (complete with regional prevalence and interfaith relationships) spells, feats, equipment and monsters specifically tailored to the unique setting of Relistan. Also, a list of alchemical mixtures tiered and organized much like spells supports the new base class Combat Alchemist.

In the format of the book itself, Realms of Twilight Campaign Setting follows the standard put forth by similar works before it. Almost by instinct the reader can gauge where information he seeks is and open the book close to his mark if he is in a hurry. There are few surprises in this aspect and the presentation is clean and concise. The author uses a writing style even less complicated than what you are reading here in the bulk of the book, and an even more florid and descriptive one than here when providing the world’s backstory. As to the art and illustrations--about 90% of it is simply terrific. Striking and evocative images show many geographic features, battles of renown, and personages of repute. Of that, about a third seem a little TOO dark and could benefit from some lightening up in a second printing, which if all goes well should be in the works in the near future. For examples I submit pages 87, 91, and 118. The other 10% aren’t necessarily bad or of poor quality, but the style is a much more iconic and utilitarian one. Yes, these would be found in the chapter on core classes and prestige classes, most notably the Elemental Fist and the Sai-Heth in the monsters section for examples. Putting my best foot forward, I would say they remind me fondly of first edition D&D artwork. In the instances of cartography, one of my favorite things about any campaign setting, the general darkness of the illustrations seems to intensify in the maps, which may have been altered for the PDF version. The maps themselves are well done and not too detailed to allow breathing room for GM alteration in their game. As this book was printed independently, I don’t take off points for the use of greyscale to save printing costs, but I have to say the dimness of these images needs fixing, as I have been assured they will. The character sheet in the back was a great touch, although I do take issue with the font type in the stat/information block headings.

So in summation, is this worth your almost $20 and the space on your hard drive? It was worth more money to me, sight unseen, to get the hardback book. Daniel Marshall’s work does not disappoint in toto despite my few complaints. Realms of Twilight provides a rich game world for players and Game Masters equally and I eagerly anticipate further works based on the Campaign Setting.



Rating:
[5 of 5 Stars!]
Realms of Twilight Sample
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