CharlieMonster
Mongoose
I have tried my best to approach CoG as a new product, although reference to earlier books is inevitable. Overall I like it. The Cult write-ups are pretty short and I guess reminiscent of a cross between Gods of Glorantha and D20 god write-ups. But here's the thing, I think they work quite well, it gives a good feel for each of the Cults that is accessible to new players.
There is a good range of cults and I like a lot of the new ones. Orlanth has four different aspect cults, although I would rather a couple of them left until vol 2 and some obvious gaps filled. The Carmanian Pantheon is great and does build on some of the work in Hero Wars.
There are also a few Dragon Cults and a new adv. skill Speak Auld Wyrmish, which also governs progress on the Draconic path. It also goes down when you use certain magics, indicating an impediment to Draconic Enlightenment. I also love the feel of the grim, fatalistic sea cults. There is also a great Teshnos based Amazon cult for Glorantha.
Some of the stuff that doesn't make sense to me now, may be cleared up when I get Monsters & Glorantha. There are some transformation spells and rather than the old 7 point battery of Magic you just need a single Mag 3 spell. Two old standards are there which I'm glad of: Spirits of Retribution (now called agents of Retribution) and Divine Companions (the old Allied Spirits).
Now for the not so good bits. The Odayla write up refers to the "Peaceful Cut" as a cult spell but it is missing from the book. Kyger Litor doesn't appear, although Argan Argar, Xiola Umbar and Zorak Zoran do. Admittedly in the second age AA is more important as a cult in the world at large than KL. Aldrya has been held back for Vol 2.
But the worse omission of all is I couldn't find a single Chaos cult in the whole book. I know, chaos isn't widespread in the 2nd age, but we could have at least had Thed or Mallia.
On the whole though I is still very pleased with it and am looking forward to getting 2nd Age & Monsters, not to mention Cults Vol 2
There is a good range of cults and I like a lot of the new ones. Orlanth has four different aspect cults, although I would rather a couple of them left until vol 2 and some obvious gaps filled. The Carmanian Pantheon is great and does build on some of the work in Hero Wars.
There are also a few Dragon Cults and a new adv. skill Speak Auld Wyrmish, which also governs progress on the Draconic path. It also goes down when you use certain magics, indicating an impediment to Draconic Enlightenment. I also love the feel of the grim, fatalistic sea cults. There is also a great Teshnos based Amazon cult for Glorantha.
Some of the stuff that doesn't make sense to me now, may be cleared up when I get Monsters & Glorantha. There are some transformation spells and rather than the old 7 point battery of Magic you just need a single Mag 3 spell. Two old standards are there which I'm glad of: Spirits of Retribution (now called agents of Retribution) and Divine Companions (the old Allied Spirits).
Now for the not so good bits. The Odayla write up refers to the "Peaceful Cut" as a cult spell but it is missing from the book. Kyger Litor doesn't appear, although Argan Argar, Xiola Umbar and Zorak Zoran do. Admittedly in the second age AA is more important as a cult in the world at large than KL. Aldrya has been held back for Vol 2.
But the worse omission of all is I couldn't find a single Chaos cult in the whole book. I know, chaos isn't widespread in the 2nd age, but we could have at least had Thed or Mallia.
On the whole though I is still very pleased with it and am looking forward to getting 2nd Age & Monsters, not to mention Cults Vol 2