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[ Line of Sight ]
DATE: February 13, 2003

A Place for Eldritch Might to Live

Illus. Kyle AndersonAfter 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

 

 

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