![]() Becoming an initiate of a certain religion will get you a certain perk, such as cheaper ressurrections, but you can only become an initiate of one religion at a time, and must pass a test to be accepted into the religion. There are lots of buildings, including four temples dedicated to various deities. ![]() Since this is the main city there's a hell of a lot to do. You also have the option of exploring the forested island, but I went straight to the continent itself, namely the capital city - Marlock. There you meet a mad old man who shows you some standing stones that can teleport you to various places in Sokara. You start out on a boat sailing to Sokara in search of adventure, but are washed onto Druid's Isle, just off the mainland. It's simple and quick, which is strange in a book that feels like it should be much more complex. For other tests such as magic or sanctity you have to beat a pre-determined number. For combat you're trying to beat the opponent's defense and vice-versa. The core mechanic involves rolling 2d6 and adding the relevant attribute. It flows and that's a key factor in creating a good solo experience. Yet, it doesn't come off as complex when you're playing. The character sheet is much more complex than say Fighting Fantasy, with boxes for titles, blessings, ressurections and even a ship manifest. There are six attributes with values ranging from one to six, as well as defense and stamina. ![]() Theivery will let you slip past guards and pick locks while scouting shows how well you can navigate and notice things. It's all very similar territory if you've played D&D, with a number of attributes that determine how well you perform in situations. You begin with a selection of character types to choose from, which have their own stat set. However, you could just as well ignore the war completely and go about your daily business, letting events happen around you. Becoming a pawn for the authoritarian General will land you riches galore but honour and glory lies with taking sides with the rebellion led by the king. If you want to take advantage of the situation then by all means the book lets you. The rightful king has been sent into exile and is now acquiring forces from other lands to take back the throne. The land of Sokara has been taken over by a dictator called General Marlock who rules the land with an iron fist. The first book is set on a backdrop of war and civil unrest, with treachery and plotting around every corner. The most striking thing is that there is only a story if you want there to be a story. Fabled Lands sets out to create a world that you can seamlessly explore to your heart's content and authors Dave Morris and Jamie Thompson have achieved this in spades. If you want to know a little more about the series then check out my previous post about it, since I'm getting straight into the review. If you're following me on Twitter then you may have seen me tweeting about my exploits in Sokara, the land the book is set in, and probably realise that I was having a heap of unadulterated fun. As I mentioned before Christmas, I bought the first two books in the re-released Fabled Lands solitaire RPG series and I've just gotten around to reading the first.
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