Termana, a land of mysteries, intrigue and wilderness. In the world of the Scarred Lands, few places have much mystery as this vast continent many leagues away. For the average Scarred land initiate, this place is more myth than legend. Of course don't tell the forsaken elves that. They come from here. So do the Charduni, evil dwarves in the service of Chardun the slaver. Now it's finally here, the book to help guide you and your players through this unforgiving land.
The book has a nice fold out map much like the cover does. Geographically speaking, the continent is more of a large atoll in some ways than an actual continent, but that's part of the fun.
The interior art is varied, in terms of some really neat pictures, such as the Ghoul Lord and his Servant, to medioce, for the Jack of Tears, to some not so good ones like on page 33 with a guy fighting a lizard like man with a rapier (I guess that's supposed to be a Gator man...) But over all not too shabby. I also liked the Heraldry in this book.
The book is layed out into three chapters, an introduction and preface.
The preface by Joseph Carriker is pretty nice, and also I think sets the tone for the book. One of the better quotes that I think should be mentioned is from the this preface. "We also set out to break some of the assumptions about the Scarred Lands. The gods aren't omnipresent in Termana- in fact it's only among the northern folk that the gods are even acknowledged. The conflict isn't between godspawn and and titanspawn; two of the greatest evils on the continent owe fealty to neither." This I think is so true. Certainly this isn't the land shaped by the hands of the gods or even by the titans. This is a rugged land where evil holds a grip and cares little for who runs the outer planes. Fear is the coinage of this realm. Survival, it's own reward.
The introduction narrative is actually quite good, using Nablia Silverheart (the sorcereress half-elven woman from Mithril whose here both for personal and political reasons) and one Diago Sanhe, a rakish fellow on the run and who comes out of this thinking some places are best not exploring. This is probably the shortest part of the book, but also one of the more entertaining parts.
Chapter One is a history of Termana. It's an illuminating look at a continent that's still not very well explored or understood. Also in this section is a listing of new languages as well as a few old ones. If you have the SLCS, you might recognize a few. Fans of undead, rejoice, you have yourself a Ghoul King and he might still be around! That plus the histories of both the Charduni empire (and the Charduni themselves) and the Forsaken elves empire are expounded on.
Chapter Two is a look at the various countries and political boundaries. One of the best entries has to be the one for the Blood Bayou. If you though the Mormus was caprious and evil, you only just scratched the surface until you read this part.
Other entries also include the Silver Isle, home to the Sisters of the Sun, an order of female paladins of Madriel and watchers of the Isle of the Dead. Another is the Charduni empire and the fractured lands of the Forsaken elves. Oh and you do get to meet the gnomes and new race, the Terali, a race of leopard-like humaniods that roam the vast jungles in Termana.
Chapter three discusses many of the prominent geographical features, from the Titanforged Mountains (supposed home to Golthagga's forge) to the dangerous Iron Sands Desert. These and other dangers along with strange man made formations like the Infinite Stair, that connects the jungles in Termana to the mainland/outlands. You also get to see the Centuar plains, home to a variety of creatures, including the xenophobic centaurs.
The Appendix has a listing of all the major/prominent races. Among them, Gnomes, Gnoll and the new one, the Terali. These are all playable races, and have their listings there.
As far as for anyone else looking for something to add to their world, there is PLENTY here to use. The portability shouldn't be that big of a factor, considering the fact most of these monsters and races are basically in the Players Handbook and the Monster Manual. I would say, be warned about the Blood Sea...but I'm sure you can figure out what to do about that yourself.
Overall I really like this book as it's set a tone more about a land in thriving chaos as well as dealing with ideas beyond titan and gods. Here races, like gnomes, practice spirit and ancestor worship along side the barbaric human races. The jungles are lush and deadly, the lands harsh and unyielding. If you though the people in Ghelspad had it tough, think again. Termana folks, is where it's at. My only real complaint is that it's short. But hey, short, long at least we get a to see this place. So I'm all for it.