Banned Beetle
Mongoose
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.
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!
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!
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.
8)
SGL.
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.

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!

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!

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.


SGL.