Poor Krynnish farmer Telden Moore has a space ship crash land in his field. The dying captain gives him a magical cloak and soon every miscreant in WiPoor Krynnish farmer Telden Moore has a space ship crash land in his field. The dying captain gives him a magical cloak and soon every miscreant in Wildspace is on the trail of Telden and his cloak. Will Telden's life ever be the same?
Even though I played a fair amount of D&D when I was a lad, I was never compelled to read any of the related novels. Fifteen years later, I was in a haze of nostalgia when I decided to give the Cloakmaster cycle a try. While I wasn't wowed, I was quite entertained.
Sure, the plot isn't overly unique. Hell, the summary above looks like the origin of the Hal Jordan version of Green Lantern. Still, it was a fun read. You've got hippo-headed mercenaries, octopus-faced aliens, mysterious blue-skinned merchants, sailing ships that ply the spaceways, and, in later books, Giant Space Hamsters. The Spelljammer itself, a manta-ray shaped ship with a city on it's back, remains the goal of the series throughout.
Without giving too much away, Telden does a lot of running and getting betrayed on his quest for the Spelljammer, exposing the reader to the wonders of Wildspace (and hopefully enticing him to buy the Spelljammer boxed sets. Those TSR guys were sneaky.)
Any flaws? Sure. The writing. Each of the six books is written by someone else and the quality varies. This is one of the better ones. Also, the plot is pretty linear and predictable. Still, for gaming fiction, it's not bad. By the end, Telden is in space and firmly entrenched in his quest.
Not a bad read but you probably should already be a Spelljammer fan before reading it....more
Giant Space Hamsters. Python-esque humor. Numerous navies from all over Wildspace looking for Teldin Moore and the Cloak of the First Pilot. What elseGiant Space Hamsters. Python-esque humor. Numerous navies from all over Wildspace looking for Teldin Moore and the Cloak of the First Pilot. What else needs to be said?
Still reading this one. I'll rate it once I've finished....more
Every adventuring group needs a place to fence plundered goods and heal grievous wounds sustained during adventures. For the Spelljammer setting, a seEvery adventuring group needs a place to fence plundered goods and heal grievous wounds sustained during adventures. For the Spelljammer setting, a setting where players sail wooden ships through the fantasy equivalent of outer space, the Rock of Bral is the best they can hope for.
I have to confess that back in the day, my fourteen year old brain only scratched the surface of what the Spelljammer setting had to offer. It quickly devolved into Space Dungeon at times, using the setting as a way to have dungeons in asteroids. However, the Rock of Bral was something I quickly wrapped my head around.
The Rock of Bral is one of the most detailed fantasy settings in all of Dungeons and Dragons geekdom. The setting is detailed from it's early days as a mind flayer outpost, to a pirate headquarters, to a thriving fantasy city catering to all the needs in wildspace.
Due to the fantasy physics of the setting, both the topside and underside of the city are detailed. While the underside is little more than a prison, the topside is fleshed out to a fantastic degree, detailing the noble houses, the neighborhoods, the underbarons, and much more, giving the Dungeon Master everything he needs to run a long campaign without the PCs ever leaving the confines of the city.