![]() ![]() There is also another map of the main continent, similar to the one found in the hardcovers of the later novels. ![]() Of greater interest are the never-before-seen maps of the capital cities of Tear and Illian. The maps of Tanchico and Far Madding from the books are not reprinted. Maps of these cities previously appeared in the novels. The book features re-drawn, full-color and larger-scaled maps of the cities of Ebou Dar, Caemlyn, Cairhien and Tar Valon. However, there is information included which is unique to this product, including the exact circumstances under which countries such as the Borderlands, Cairhien, Illian, Tarabon and Tear were founded during the War of the Hundred Years. There is a lengthy section about the setting and history of The Wheel of Time, much of which comes from the novels and The World of Robert Jordan's The Wheel of Time. There is also an extensive chapter discussing rules for the use of the One Power (including how to handle male channellers and the threat of madness). There is a chapter discussing equipment and weaponry, a further chapter discussing how to run and play Wheel of Time Roleplaying Game adventures, and notes on using characters from the series as non-player characters. There are also special 'Lost Ability' Feats which can be used to replicate abilities in the books, such as talking to wolves (like Perrin Aybara), viewing the future (like Min Farshaw), dreamwalking, foretelling and the ability to ' sniff' out fighting (like Hurin). However, specialist feats allowing use of the One Power also exist. The use of Feats and Skills is similar to D&D 3rd Edition. The prestige classes used are: Aes Sedai, Asha'man, Blademaster, Commander (military officer), Gleeman, Thief-taker, Warder, Atha'an Miere Windfinder, Aiel Wise One and Wolfbrother. The Wheel of Time Roleplaying Game also shares D&D 3rd Edition's use of prestige classes, which add additional abilities to the existing classes. It is also possible to multiclass (having different levels in different classes). The standard D&D character classes have been replaced by new ones: algai'd'siswai (Aiel spear-carrier), Armsman (soldier), Initiate (in the Aes Sedai or Asha'man), Noble, Wanderer, Wilder or Woodsman. Additional rules for players wishing to portray Ogier are also given. The backgrounds given are: Aiel, Atha'an Miere, Borderlander, Cairhienin, Domani, Ebou Dari, Illianer, Midlander (a native of Andor, Ghealdan, Murandy, Amadicia or northern Altara), Tar Valoner, Taraboner and Tairen. Since The Wheel of Time world does not feature a substantial number of non-human species, as in D&D, the game instead uses a "background" system, where people from different countries get different starting bonuses or equipment. Ellisa Mitchell, who provided cartographic services on the novels, provided several new maps for the rulebook. Sweet, the artist for the novels, provided the cover artwork, and a large number of Wizards of the Coast artists provided additional illustrations throughout the book. Robert Jordan provided a foreword in which he revealed that he used to act as Dungeon Master for Dungeons and Dragons games played by his stepson Will and his friends.ĭarrell K. The book was written by Charles Ryan, Steven Long, Christian Moore and Owen K.C. ![]() A key difference is that the term 'Dungeon Master' from D&D is not used, replaced by the more generic 'Gamemaster'. The game is based on the D20 rules system used by the third edition of Dungeons and Dragons, also published by Wizards of the Coast, and follows a similar layout and format to the D&D core rulebooks. The rulebook is a 317-page, large-format hardcover featuring new and original art throughout. ![]()
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