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BASICS<br />

Streets of Silver is put out by<br />

Living Imagination Inc and is<br />

their first published<br />

Adventure Guide. It is a<br />

softbound book of 311 pages<br />

and comes with a 17” x 22”<br />

color map. It is written for is<br />

the “Twin Crowns” campaign<br />

setting which is also put out<br />

by Living Imagination. The<br />

entire book covers in minute<br />

detail the city of Parma, which<br />

is purported to be one of the<br />

largest (if not the largest) port<br />

city in their campaign world<br />

of Ptalmanar. The book’s<br />

retail price is $29.95 USD<br />

The Twin Crowns Campaign setting strays from the standard D&D campaign<br />

setting a little farther than most, but not so far that this book cannot be easily<br />

used for any campaign setting. The primary differences being the deities (and<br />

their involvement with us mere mortals), some of the races (gnomes and<br />

halflings don’t exists, and there are several new races), and a concept called<br />

“gifts” which is a way to give each mortal five lives (and no more, no matter<br />

what), and an added dimension to magic that is called Rituals. All these<br />

differences are fairly easy to get around if not using the Twin Crowns<br />

campaign setting, but I did find it useful to read their Twin Crowns Primer (a<br />

six page overview available at no cost on their web site at:<br />

http://www.livingimagination.com/pdf/TCPrimer.pdf) to get an understand<br />

some of the things I was reading about.<br />

I have to say that my hat comes off to the authors of this book for a job well<br />

done. The imagination and attention to detail that went onto the creation of<br />

this book in just outstanding. I grant that a large portion of the stuff found in<br />

this book you will never be able to use in a standard everyday role-playing<br />

game (I mean they even tell you the proper way to set a table in Parma), but<br />

the material that you won’t use is still useful in setting the flavor of the place.<br />

Did you know for instance that losing your virginity in Parma is cause for a<br />

public party? And not only that, but it appears acceptable to celebrate this<br />

wondrous occasion more than once?<br />

INSIDE<br />

The book is divided into three main parts. The first six chapters (or 53 pages)<br />

is common knowledge stuff. This is stuff that anyone and their brother can<br />

have access to, and would generally be expected to know after only a short<br />

stay in Parma. Players and GM’s alike are welcome to read this part to their<br />

heart’s content. In addition to the general knowledge stuff, they give you four<br />

new prestige classes (if you want to know what one of them are I give you a<br />

hint, “Pillow Talk” is one of the class features), eleven new rituals (which are<br />

essentially useless if you don’t have the core rules for the Twin Crowns<br />

Campaign setting), a couple new creatures and a couple new magic items.<br />

They also go so far as to give you the crests for each of the half dozen or so<br />

more important families. As far as artwork goes for the book, in general it’s<br />

nothing to get excited over. But I’m very happy to report that they put their<br />

priorities in the right spot and where it needs to be good its very good. The<br />

crests and neighborhood maps are several orders of magnitude higher quality<br />

than everything else.<br />

The second part of the book is only one chapter, but covers over half the<br />

book. This chapter is a building-by-building description of the entire city.<br />

They give you enough detail for each and every building to run an encounter<br />

there without needed to do too much homework. It is organized by<br />

neighborhoods, and there is a neighborhood map that is a blow up of the<br />

neighborhood in question from the larger color map (except these are in black<br />

and white of course). This chapter is semi-common knowledge stuff which<br />

means that players are able to uncover this information with a little bit of<br />

work, or if they get to know the proper people. Players are not supposed to<br />

44<br />

read this without the GM’s permission. Presumably sections of this chapter<br />

are doled out as the circumstances dictate.<br />

The last three chapters (90+ pages) cover the really good stuff that is for<br />

GM’s eyes only. This section gives eleven major plot lines, nineteen minor<br />

plot lines, A building by building listing of the city giving who and what<br />

might be encountered in each of the buildings, and the descriptions for over<br />

100 NPC’s (OK… 3 over). I might add that these NPC’s at the back are in<br />

addition to the 40 or so NPC’s sprinkled throughout the previous chapter of<br />

what might be encountered in the specific buildings. All these NPC’s are<br />

done in the “trash compactor” style, but seeing the sheer number involved, I<br />

have to admit that I think doing it that way is better than forcing me to by<br />

another book just for the NPC’s. This section alone would make the book a<br />

nice addition to any DM’s collection.<br />

Overall I think the book is very well organized and easy to follow. But<br />

since it is specifically targeted to be a reference book, I would personally<br />

like to have seen an index in the back. To be fair, the Table of Contents is<br />

pretty detailed, but for building names or NPC names (the ones not in the<br />

last chapter) you are going to spend a month of Sundays flipping pages if<br />

you didn’t put in your notes the page number where you got them from.<br />

VALUE<br />

This book is not for beginners or the faint of heart. Nor is it for GM’s that<br />

want quick or canned campaigns. If you don’t fall in any of those<br />

categories, then this book is a treasure trove. The book is not only busting<br />

at the seams with great ideas for adventures of all sizes; it’s a lot of fun just<br />

to sit down and read.<br />

For me, I liked the style, detail, and ideas enough to give the book high<br />

marks. So much so in fact that I’ll be checking out some of their other<br />

products (including the Twin Crowns campaign setting, they just might<br />

have something there).<br />

BASICS<br />

Spellbound: A Codex of<br />

Ritual Magic is a 128-page<br />

soft cover book with a full<br />

color cover. Inside, the<br />

book has black and white<br />

illustrations. Spellbound is<br />

from Living Imagination,<br />

Inc who also publish<br />

Broadsides! Naval<br />

Adventuring and Streets of<br />

Silver Adventurer’s Guide<br />

– all of these are d20<br />

system books. It has a<br />

retail price of $19.95 USD.<br />

INSIDE<br />

Spellbound consists of five chapters and two appendices. Chapter one<br />

introduces the concept of ritual magic. This is a new kind of magic for the<br />

d20 system. Ritual magic is very different form the normal magic.<br />

The ability to cast rituals depends on the caster’s skill level in ritual skills<br />

rather than his level. There are both divine and arcane rituals – and spell<br />

casters of the appropriate type with the ritual skills may cast the rituals.<br />

There are two new skills, Arcane Ritual and Divine Ritual. Rituals are more<br />

involved then normal spells. They take time to set up and to cast – they are<br />

extremely difficult to memorize, and they are much more powerful than a<br />

normal spell.<br />

The game mechanism for casting a ritual is involved as well. A caster must<br />

first prepare any required material components and then begin the cast. The<br />

caster must make a Ritual check against the DC of the ritual; if the caster

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