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John Ottinger Reviews Bury Elminster Deep

John Ottinger Reviews Bury Elminster Deep

bury-elminster-deep-by-ed-greenwoodBury Elminster Deep
Ed Greenwood
Wizards of the Coast (340pp, $25.95, 1st edition August 2011)
Reviewed by John Ottinger III

Sometimes an author can write a little too much about a character. Like a child who loves a stuffed animal, the repeated play can wear the fabric and loosen the stuffing so much that the very toy that was once so loved is rendered unrecognizable. Sentimentality keeps the stuffed animal by the child’s side, but to outside observers, the toy has lost all value.

So it is, I think, with Forgotten Realms creator Ed Greenwood’s latest story of Elminster of Shadowdale. In Bury Elminster Deep the story opens where Elminster Must Die ended. The spellplague that has ravaged the realms has killed Mystra and killed, scattered, or rendered powerless her Chosen, including Elminster. Storm, one of the seven Chosen sisters and Elminster’s constant companion, has lost all magical power other than a head of living hair. Elminster, the most ancient and powerful of Mystra’s Chosen, who has lived through not one, but two incarnations of the goddess, is bodiless, riding the mind of his granddaughter, the dancer Rune, and is unable to perform magic without also enduring bouts of madness.

But then Mystra reappears and asks her favored Chosen to re-enter the kingdom of Cormyr to save it from yet another takeover by Lord Manshoon, the vampire archmage nemesis of Elminster. Manshoon thinks Elminster’s seeming disappearance is an opportunity to seize power in one of the Realms’ oldest human kingdoms. Though severely hobbled by his lack of magic, Storm’s normality and the jealousy of Rune’s boyfriend, Lord Arclath Delcastle, Elminster and company must stop Manshoon before his coup succeeds.

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Gen Con – Day 3 Update

Gen Con – Day 3 Update

Saturday was my last day at Gen Con, and it will be missed … at least for another year. Tomorrow, I’ll post a bit more in the way of reflections, but for now, let me cut straight to some of the games that I came across.

hollow-earthPulp Adventure Roleplaying Games

For gamers who lean toward pulpy goodness (which I imagine includes many Black Gate readers), there are a lot of great options out there.

One of the best games available for pure pulp action is the Hollow Earth Expedition game (reviewed in Black Gate #12), which is sort of like Indiana Jones meets Journey to the Center of the Earth meets Sky Captain and The World of Tomorrow … with some other craziness thrown in. You really can’t go wrong with a setting that conveniently allows apemen, dinosaurs, Nazis, ninjas, sorcerers, zeppelins, and mad scientists to intermingle.

Since the original release of the game there are now two hardcover supplements available: Mysteries of the Hollow Earth and Secrets of the Surface World. Starting in fall of this year, the creators are planning to begin releasing a series of PDF adventure modules, which they refer to as the “Perils” because they’ll have names like “Perils of Morocco” and “Perils of Brazil” … and, perhaps, if we should be so lucky, “Perils of Scranton.” These PDF modules should be available through DriveThruRPG when they are finally released. In 2011, however, the word is that they’ll be releasing a Revelations of Mars sourcebook … so keep your eyes open for that, lovers of planetary adventure settings!

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