A
Place for Eldritch Might to Live
After
Book of Eldritch Might
II: Songs and Souls of Power came out and was
so well received, I wondered whether I should do another
one. Did I have any more appropriate ideas? Well, actually,
yes -- lots of them. I wanted to do something with dragon
magic, I wanted to do a special section of low-level (0-
and 1st-level) spells, I wanted to do a lot more with
scrying, I had ideas for a whole new way to do intelligent
items, and so on.
Creatively,
however, I didn't want to do just another book of spells
and feats and things. I mean, that's okay, but in order
to keep up my own enthusiasm, I wanted to give it a different
spin. So, when it came time to work on Book
of Eldritch Might III, I devised a new sort of
"spin" for the material. I created seven places
of arcane power or relevance. Each place, then, gave context
to a grouping of new rules (spells, items, feats). This
way, each DM could use this context to help introduce
the new material, or at least to give it some background.
If the question of "Where did this item come from?"
or "Who created this spell?" came up, the DM
would have an answer. And better yet, that answer could
lead to a whole new adventure site for the PCs to explore.
The
other advantage of this new spin was that it allowed me
to create histories, inhabitants (including new monsters),
and adventure seeds to go along with the settings to give
it all life. From the weird extradimensional crossroads
of the Nexus to the mysterious Pool of Glenmasis with
its mischievous fey, from the cloistered wizards in the
Tomb of Frozen Dreams to the ancient hidden dragons secrets
in the Vale of Stars, these settings become more than
just backdrops or backgrounds, but strange and intriguing
places that players will want to visit.
With
all this material and setting information, the book grew
and grew. It's as big almost as the first two Books
of Eldritch Might put together. But that, I think,
is a good thing. It's not just a rulebook, it's a whole
campaign supplement that will provide lots of value to
your game as you add these small settings to your world.
Of
course, if you liked the previous books and really just
want the "goods," it's all there for you: 111
new spells for spellcasters of all levels, 45 new feats,
including dozens usable by intelligent magic items, 97
new magic items and abilities, 19 new creatures and characters,
and a lot more. If you're a player of any class, there's
something in this book for you (and if you're playing
an arcanist, it's practically a "must-have").
I'm
really, really proud of this book, and I couldn't be happier
with the way it turned out. Sue put an index in the back
to make all the material easily accessible (in addition
to her normal great editorial work), and Kieran Yanner
and Sam Wood provided amazing illustrations to go along
with the text. Rob Lee gave us great (and beautiful) maps
to showcase the locations. Kyle Anderson created an emotion-filled
piece of art for the cover, and as always Pete Whitley's
design of the cover and interior really brought everything
together.
Book
of Eldritch Might III: The Nexus is in stores now.
Of course, if you prefer electronic products, it's available
now in
that form as well. Have fun, and don't miss our free
previews and supplemental content elsewhere on this site:
Use
The Nexus with your other Malhavoc books
Get a sneak peek at four
new spells from the book
Read the official press
release
Take a look at six pieces of original
art!
Preview the book's table
of contents
Find purchase links on the product
page