The Soothing Sound of Clicking Mandibles

Magic of Glorantha Review


The Cover art:
The cover art is made by Tony Parker, depicting an EWF city.
My opinion: Without doubt the best produced for any of the MRQ books so far. Very nicely made, and fits very well with the spirit of Glorantha and the contents of the book. :D

Introduction:
Page 2-3: The 2 page introduction gives a very quick overview of the EWF and GL, as well as a quick overview of the contents of this book. It sets the tone of doom to come which follows the discussion of the EWF and GL all the way through the book.
My opinion: I do not particularly like it, but it seems to be a conscious MP descision to present the 2nd Age as if the Hero Wars have allready started. :?

Draconic Mysticism:
Page 4-5:
Some more stuff about how the EWF will die, together with some short info about draconised faith and the conversion of conquered subjects.
Page 5-6: The Importance of Purity
The pursuit of the draconized ideal, reason, together with the EWF leaders' views on the current state of affair.
Page 6-9: Ranks within the Wyrmfriends
Information on the requirements, duties and benefits for the 5 ranks attainable within the different dragonspeaker cults.
Page 9-19: Dragonspeaker Cults
Description of 9 different dragonspeaker cults, their history and political views, cult skills, list of spells and special benefits.
Page 19-23: Draconic Dances & Martial Arts
Descriptions and rules for 11 different draconic "dances" and martial arts, together with the legendary ability available to those who master them.
Page 23-24: Divine Intervention
Rules for making a divine intervention asking the cosmic dragon for help.
Page 24-29: The Art of Draconic Mysticism
The place of dragon magic in Glorantha, together with rules for learning, using and manipulating it.
Page 29-31: Draconic Evolution
The physical side-effects effects of heavily using dragon magic.
Page 31-43: Spell Traits & Descriptions
Description of 43 dragon magic spells.
Page 43: Dragon Magic Items
Dragon Magic Armor, together with some info about klanths.
My opinion: The rules presented here are among the best produced for MRQ so far. Was quite surpriced. I even liked the legendary abilities presented together with the draconic martial arts. Very well integrated. Way to go! The dragonspeaker cults were a bit dry reading, but much of this was due to a little lame layout totally lacking illustrations. Some few irks, but overall, very good! :D

God Learner Sorcey:
Page 44:
Some doomsaying about the God Learners.
Page 44-48: The Invisible God
Info about the invisible god, the goddess switch, the machine god and the clanking city.
Page 48-52: The Art of God Learner Sorcery
22 sorcery spells, some new, some old spells with GL modifications.
Page 52-55: Mechamagics of the Clanking City
Rules for Mechamagical implants (Cyborgs!). 8 different implants are described.
My opinion: The start gives some good info, but way too much doom together with it. The GL sorcery, I'm not really sure what I think yet, but the mechamagic? Give me more! :D

The Old Ways:
Page 56:
Intro.
Page 56-57: The Storm Tribe Pantheon
Some info about the storm gods and their relations to GL and EWF.
Page 57-59: The Sky God Pantheon
Some info about the sky gods and their relations to GL and EWF.
Page 59-60: Old Ways Divine Magic
4 new divine spells.
My opinion: The info about the pantheons are okay. The divine spells aren't that well done though, as they are not specified to the specific cults (F.ex. "Thunderclap" given to ANY storm or sky god). :?

HeroQuesting:
Page 61-66:
The nature of heroquesting, the god learner's way, initiating heroquests, the hero plane, runequest sight and rewards of heroquesting.
Page 66-78: The Storm Tribe
A short description, sample deeds and rewards for heroquesting in the myths of Chalana Arroy, Daga, Elmal, Ernalda, Erumal (his new name obviously, as it's spelled this way all through the book), Gargath, Heler, Humakt, Issaires, Kolat, Lanbril, Lhankor Mhy, MAstakos, Maran Gor (isn't this a earth goddess?), Odayla, Orlanth, Urox, Valind, Vinga and Yinkin.
Page 79:
Draconised Orlanthi.
Page 80-84: The Sky Gods
A short description, sample deeds and rewards for heroquesting in the myths of Donadar, Golden Bow, Gustbran, Hyalor Horsebreaker, Lokarnos, Lux, Oakfed, Pole Star, Yelm and Yelmalio.
Page 84-85: The Unholy Trio
A short description, sample deeds and rewards for heroquesting in the myths of Ragnaglar, Thed and Malia.
Page 85-86: Other Gods
A short description, sample deeds and rewards for heroquesting in the myths of Gark the Calm, The Gloomshark, Gorakiki, Kyger Litor, Seseine, Sikkanos and Xentha.
My opinion: The first part on the rules for heroquesting seem okay for the most part. The second part contains lots of myths you can plunder through heroquesting, and possible rewards. A lot of surface scratching, not that impressed. I can't say I found the last section of much of use at all. And worst of all! They spread ugly rumours about Gorakiki, the beloved Beetle-Mother! :(

Magicians of the Imperial Age:
Page 87-93: Empyre of Wyrm's Friends
Descriptions of Vitikos Left-Eye, The Inhuman King, Arene Whisper-Hush, Inganna Willowhair, Tarkala Wyrmsdottir, Varankol the Mangler, Amarkia Bloodtongue and Delecting the Inquirer.
Page 93-95: The God Learner Alliance
Descriptions of Lurghalos, Vesharios and Shingallion.
My opinion: Too much space are used for giving examples of how the player characters can interact with these immensely powerfull characters. :?



ALL IN ALL:

This book needs very little houseruling. While nearly all the other MRQ books needed a lot of houseruling (the generica books because poor work, the cults book because of horrible editing), this book stands out with very good rules, balanced legedary abilities and spells. I would normally not touch a legendary ability even with a 6 foot pole, but the ones presented I could certainly use. The rules contains some irks of course, but they could easily be dealt with. I'm not that happy with how it seems like everyone is allready doomed, and the amount of focus this gets, but that can be ignored. Layout could be better, some material not that useful, but as I said, all in all a VERY good book. :P :D 8)

SGL.
 
Aren't you banned? Tut tut.

I really shouldn't say a word, but I can't resist on one thing. I just have to clarify this:

Banned Beetle said:
Magicians of the Imperial Age:

My opinion: Too much space are used for giving examples of how the player characters can interact with these immensely powerfull characters. :?

That's the whole and entire point of the chapter. I'm of the school of thought that most things in an RPG book should be a story hook or something gameable, to be used in a campaign. A list of powerful people is all fine and good, but I'm always interested in how you can meet them, what they're like when you do meet them, and what they could possibly want from you - if anything beyond your immediate death, that is.

Thanks for the review, you crazy banned guy, you. I have to wonder how this will pan out, though, what with your bannination and all. So I'll draw it to an early close here.
 
Banned Beetle said:
Page 87-93: Empyre of Wyrm's Friends
Descriptions of Vitikos Left-Eye, The Inhuman King, Arene Whisper-Hush, Inganna Willowhair, Tarkala Wyrmsdottir, Varankol the Mangler, Amarkia Bloodtongue and Delecting the Inquirer.

That would presumably be Delecti the Inquirer, soon to become Delecti the Necromancer (well, in about 200 years anyway 8) )

Good review, thanks. Really looking forward to this book, particularly the Heroquesting material
 
That's the whole and entire point of the chapter. I'm of the school of thought that most things in an RPG book should be a story hook or something gameable, to be used in a campaign. A list of powerful people is all fine and good, but I'm always interested in how you can meet them, what they're like when you do meet them, and what they could possibly want from you - if anything beyond your immediate death, that is.

Just a personal preference. My players would probably not meet people this powerful, as I would be hard-pressed to justify why they would want to meet my messed up players. Also, I don't really like short scenario-hooks. If not running a pre-made scenario, I usually make them up from the scratch. I'm the all or nothing type! :P

Aren't you banned? Tut tut.

Huh? No, that was Trifletraxor, I'm Banned Beetle! 8)

SGL.
 
Maran Gor (isn't this a earth goddess?)

Yes, Maran Gor is an Earth Goddess, she is the sister of Ernalda, born of Asrelia. Through marriage she is reluctantly a part of Orlanth's clan, being his sister in law and all. If you can find a copy of Tarsh in Flames or In Wintertop's Shadow, both produced by The Unspoken Word then there is a lot of stuff in there about her cult, both in the third age and the first age, so you could track the changes through the second age.

Simon
 
a big question is how useful is this book for people who dont play in Glorantha or Who set their game in the third age?
 
Banned Beetle said:
Introduction:
Page 2-3: The 2 page introduction gives a very quick overview of the EWF and GL, as well as a quick overview of the contents of this book. It sets the tone of doom to come which follows the discussion of the EWF and GL all the way through the book.
My opinion: I do not particularly like it, but it seems to be a conscious MP descision to present the 2nd Age as if the Hero Wars have allready started. :?

While it might be better to be more neutral in tone, it at least avoids anyone coming new to Glorantha with MRQ getting upset when /if the fate of the empires becomes known


Banned Beetle said:
4 new divine spells.
My opinion: The info about the pantheons are okay. The divine spells aren't that well done though, as they are not specified to the specific cults (F.ex. "Thunderclap" given to ANY storm or sky god). :?

That's a shame, as this *is* a Gloranthan product, so there is no excuse of these only being generic spells this time...

Banned Beetle said:
Page 66-78: The Storm Tribe
A short description, sample deeds and rewards for heroquesting in the myths of Chalana Arroy, Daga, Elmal, Ernalda, Erumal (his new name obviously, as it's spelled this way all through the book),

A Good Gloranthan tradition, - goes with L(h)ank(h)or Mhy...


Banned Beetle said:
Gargath, Heler, Humakt, Issaires, Kolat, Lanbril, Lhankor Mhy, MAstakos, Maran Gor (isn't this a earth goddess?),

Yes, but one, at least in Dragon Pass/Tarsh with connections to the Storm Tribe, so not totally out of place here

Banned Beetle said:
My opinion: The first part on the rules for heroquesting seem okay for the most part. The second part contains lots of myths you can plunder through heroquesting, and possible rewards. A lot of surface scratching, not that impressed. I can't say I found the last section of much of use at all.

Particularly given your later comment to DBC about your preferences, I think this may be a "horses for courses" thing. Certainly this section sounds very interesting to me, so my hope is that I will find it much more use than you...

Banned Beetle said:
My opinion: Too much space are used for giving examples of how the player characters can interact with these immensely powerfull characters. :?

Edit - cut this section by mistake when trimming the end of BB's post

If we are to have stats for powerful characters (and this book probably does need them as an example of what a powerful magician should look like) then I' sooner have them with ways of using them with "normal" PC's - otherwiswe we end up with powerful NPC's doing all the "good stuff" while the PC's just look on


Any idea when the book will be available in UK shops (rather than mongooses spurious release date)
 
duncan_disorderly said:
Any idea when the book will be available in UK shops (rather than mongooses spurious release date)
I'm intending to drop into Playin' Games near the British Museum this afternoon to see when they are expecting it.

I think it'll be the first time I've actively chased up an RPG release (rather than passively awaiting its appearance) for about a decade. :D
 
This sounds wicked.
Its usually three or four days after the Mongoose release date... well at
least it is from Wayland's Forge in Birmingham.
 
Exubae said:
This sounds wicked.
Its usually three or four days after the Mongoose release date... well at
least it is from Wayland's Forge in Birmingham.

Agreed. Pretty excited about this!

And hello Trif...errr. banned beetle - nice to see a new member :o
 
Telling Triff he is not allowed to post any more is about as effective as telling my daughter she is not allowed to do something.

What I really want to know more about is the Klanth - how is described? The one in Monsters looks more like something used as part of a fraternity initiation ritual than an effective weapon - perhaps that is why it only does 1d6 in Monsters (it was a 1d10+1 weapon in RQ3).

Has it been returned to its' obsidian edged sword like glory? does it have stats better than the one in Monsters?
 
MoG sounds great. Welcome to the forum oh newly incarnated beetle. It sounds like the few dislikes you had toward MoG were personal preferences, and that you are pleased with it as a whole so I'm looking forward to it..
 
Good review, Oh definitely non-banned one. After giving up on MRQ after the Companion, your review has sparked some interest for me again. I was considering CoG1, still not sure about it after all the comments re editing, however this one sounds good indeed.

cheers,

Mark.

PS: is a Banned Beetle some sort of Timinit that cannot enter certain Gloranthan regions?
 
d(sqrt(-1)) said:
Good review, Oh definitely non-banned one. After giving up on MRQ after the Companion, your review has sparked some interest for me again. I was considering CoG1, still not sure about it after all the comments re editing, however this one sounds good indeed.

cheers,

Mark.

PS: is a Banned Beetle some sort of Timinit that cannot enter certain Gloranthan regions?

Timinit in a pop group...
 
Mark Mohrfield
Just what distinguishes God Learner sorcery from normal sorcery?
Spells take less time to cast, some spells with "trigger" effect, some soells specific for hero plane raids.

Rurik
What I really want to know more about is the Klanth - how is described? The one in Monsters looks more like something used as part of a fraternity initiation ritual than an effective weapon - perhaps that is why it only does 1d6 in Monsters (it was a 1d10+1 weapon in RQ3).
1d6+2. Cost 2000 SP on the black marked. The only "bonus" is that it is not made of metal, cause EWF people dislike metal. From the spells, etc., it looks like martial art is the way to go if you want to play a dragonspeaker.

d(sqrt(-1))
I was considering CoG1, still not sure about it after all the comments re editing, however this one sounds good indeed.
If you don't have the Glorantha book, you should probably get that one first, as the writings in MoG assumes you have read the Glorantha book. I actually quite liked the Cults 1 book too. It's obvious they've hired Cutter & Stitcher to do the the editing job, but the quality of Voriof's work still shine through. You just need to add back the old spells, which is easy if you have the Gods of Glorantha from RQ3.

PS: is a Banned Beetle some sort of Timinit that cannot enter certain Gloranthan regions?

beetle_mandibles.jpg


We can enter every Gloranthan regions. Beetles will soon rule the world!

Trifletraxor.
 
d(sqrt(-1)) said:
Good review, Oh definitely non-banned one. After giving up on MRQ after the Companion, your review has sparked some interest for me again. I was considering CoG1, still not sure about it after all the comments re editing, however this one sounds good indeed.

cheers,

Mark.

Aw geeze, Mark! You don't want baby Elmal to cry now, do you? :D

Jeff
 
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