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City of the Damned: New Orleans
by Roger L. [Featured Reviewer] Date Added: 08/24/2016 02:52:36

Das New Orleans der Chronicles of Darkness ist das schwarze Herz des Südens. Einst war diese Gegend das Revier eines uralten indianischen Vampirs der Coctaw. Heute jagen die Blutsauger in Jazzclubs des alten French Quarters, während in den Bayous auf der anderen Seite des Mississippi noch Voodoo praktiziert wird. Die Macht hier gehört Prince Vidal, einem müden Ventrue-Ahn mit düsterem Geheimnis, der sich weigert, Nachkommen zu erschaffen. Er gehört der Lancea et Sanctum an, deren bizarre Religiosität im Kontrast zur vorherrschenden Sündhaftigkeit der Stadt steht. Einmal im Jahr entlädt sich die Spannung der Stadt im rauschenden Fest des Mardi Gras, wenn alle Regeln der Nacht aufgehoben sind. Dann werden die wohl bekanntesten Orte der Stadt, die Friedhöfe mit ihren weißen Grabmälern, Schauplatz von hervorbrechender Gewalt. Und der uralte Indianer-Vampir streift noch immer unbemerkt durch die Region…


New Orleans ist die Signatur-Stadt von Vampire: Requiem 2nd Edition, doch präsentiert der Regionalband eine Stadt, die es heute nicht mehr gibt. Dieses New Orleans wurde vom Wirbelsturm Katrina verschont (makaberes Detail: das Eingangskapitel heißt Daumen3maennlichNeu„The Coming Storm“) und trieft vor Südstaaten-Charme. Kampagnen mit den Themen Rassismus, Voodoo oder Fanatismus haben hier einen perfekten Schauplatz. Aber auch sonst ist diese Vampirstadt bestens für Intrigenspiel geeignet. Manche Details werden hier bewusst offengelassen und laden zur eigenen Interpretation ein. Dafür ist das Schauplatz-Abenteuer The Dead Travel Fast, um einen beobachteten Mord an einem Vampir, eher dürftig und manche Tippfehler, und an einigen Stellen sogar Inkohärenz (etwa Rückbezüge zum veralteten Grundregelwerk der ersten Edition), plagen das ansonsten solide Buch.



Rating:
[3 of 5 Stars!]
City of the Damned: New Orleans
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Tome of the Mysteries
by Megan R. [Featured Reviewer] Date Added: 08/22/2016 10:36:57

The opening fiction is a tale of a youngster growing up in a house where one parent is Awakened and the other is not, and worse, finds it difficult to accept. Sad truths... perhaps some one of your mages might have to face, or have as part of their background.


The Introduction explains the underlying concept of this book: magic as Art: a craft that must be studied, learned, honed, thought about and practiced... not mechanical cause and effect. Indeed magic often seems to have a will of its own. Presenting a scheme to classify magic in terms of the elements, it's at pains to point out that the classifications are more philosophical than anything else. Each element has associations with emotions and capabilities, and it is these that are reflected by the magic grouped together under it. In summary, will comes under fire, for intellect air is the proper element, with water for feelings and emotions and earth for the manifestation of ideas. Not everyone thinks this way, of course. Some mages like to visualise a temple with many halls, visiting different ones depending on what they are doing. Others claim that there are various fields of study within the whole that is magic - just as the academic study of say, history, might include the study of different periods, different places, or themes such as warfare or religion. But here we stick to the elements as a framework, with this book serving as a toolbox for how to go about using magic.


Chapter 1: The Way of Fire - Making Magic looks at that exciting area of how to devise your own spells. If creative thaumaturgy is your thing, this chapter will light your fire. The element of fire is associated with intuition, imagination and the higher will, just the tools you need to come up with innovative new spells. Here you can read about the 'rules' that make magic work: the Thirteen Practices, spell Aspects and the practicalities of creating a new spell.


Next, Chapter 2: The Way of Air - Spell Lore explains the look and feel of magic, how to describe what's going on, what can be felt and seen as a spell is cast. Seek inspiration here when you want to get creative when telling people what is going on when the magic starts to fly. There are lots of new spells here as well.


Then Chapter 3: The Way of Water - Magic and Being is about how magic interacts with culture and society, and as an extension of that, how mages get on with day-to-day life, and what sort of beliefs they might hold. There's also a discussion of the ethical aspects of magic (quite entertaining given that I teach the ethical aspects of computing in real life!). These are the sort of questions that the modern mage ought to wrestle with.


Chapter 4: The Way of Earth - Magic Manifested presents spells which are used to enchant items. There's also a look at alchemy and an array of salves, sprays and other substances that can be made with this craft, and a fair bit about soul stones.


Finally, Chapter 5: The Way of the Void - Greater Secrets takes you down paths best trodden with caution if at all... this is the Storyteller chapter and includes all manner of things from running antagonist spell casters to the legendary capablities of archmages and the dread Abyssal Watchtowers (which if you haven't heard of, you are probably very lucky!). Your NPC mages need to be as rounded, as knowlegeable as any player-character, but a bit of careful planning can make this less arduous than it might sound. There are lots of helpful hints and tips here.


Ending with a comprehensive spell index, this is a mage's vade mecum, a reference book or manual. OK, you don't need to read it to play an effective mage... but if you do study its pages, it will give your mage and his magic considered depths, a greater understanding of the Art he practices.



Rating:
[5 of 5 Stars!]
Tome of the Mysteries
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Tome of the Watchtowers: A Guide to Paths
by Megan R. [Featured Reviewer] Date Added: 08/20/2016 10:15:35

Every mage has his story of how he Awakened, generally involving an immersive vision of their Watchtower, a mystical and extremely personal experience. In the opening fiction, a group of young mages - who initially think they are facing certain death - share their stories and through them find what they need to save themselves.


Mages use symbols and imagery a lot to describe the Supernal Realms in ways that help them make sense of it. This begins, unknowing, with their dream of Awakening, but as time passes and they learn more about what they have become, their imagery becomes more focussed and they grow in understanding of what they see. This is not a book which a mage could read, but it is one their players should: to understand what their mage character makes of his experiences, what he understands and how he sees it. It's different for everyone, of course, and even people who are of the same Path won't view it in completely the same way, although there may well be similarities. For those who want to revel to the full in the mystical internal development that being an Awakened mage brings for their character, this book will enable them to share something of what their character, in his alternate reality of the game world, feels.


The book is made up of five chapters, each concerning one Supernal Path. Each contains lore, the history of that Path... and also indications of how mages on the Path view those who follow the other Paths. There's history, rites, notes on character creation, all manner of information to help you really get into the skin of your character. It's all legend and supposition - but things that your mage will have heard and read. Whether or not he accepts them as truth is up to you (and him).


The concept of a discipline - a vow taken and kept - is also introduced. In game mechanical terms, it provides the mage who keeps his vow faithfully with extra Mana. But a wise choice of discipline can shape a whole character, mark him out as distinctive. It's a bit like a religious vow or restriction - just like Mormons choose not to drink tea or coffee, or Jews to avoid eating pork. It's voluntary, and can be something that a whole cabal decides to adhere to, or just a single mage who feels the need to impose such a stricture on his life. Once taken on, however, it pervades everything and breaking it can cost a lot more than Mana - loss of relationships, of standing, and more. Take a discipline on with caution... and then role-play it to the hilt.


It's a bit difficult to know just when you should read this book. When creating a Mage: The Awakening character, you choose his Path along with everything else, yet in the alternate reality of the game, the Path chooses him rather than the other way around. The information about his Path will be acquired along with much more during his initial training, something most games do 'off screen' even when intending to start with new and inexperienced mages... mages who know nothing at all are not much fun to play, after all. Best they have acquired at least some knowledge of their new capabilities and learned a few rotes before the game proper begins. So sometime during the early stages of the game, as the character learns, so do you. Of course, that only applies for the first time you play the game. Next character around, you might well pick a different Path so have a whole new lot of stuff to learn... and try to forget some of the old, which a fledgling mage of another Path won't know! The age-old issue of character knowledge and player knowledge.


Yet for those who really want to understand their mage and play him to the full, this is an excellent resource replete with lore and beliefs and suppositions and half-known histories. Revel in it and use it to inform your role-playing!



Rating:
[5 of 5 Stars!]
Tome of the Watchtowers: A Guide to Paths
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Grimoire of Grimoires
by Megan R. [Featured Reviewer] Date Added: 08/16/2016 11:36:54

The classic image of a mage is a fellow in a robe with his nose stuck in a book. The Awakened may or may not go in for robes much - they tend to be a bit conspicuous in the modern world unless you are a LARPer or a member of a religious order (as an academic, mine only comes out once a year for graduation week!) - but books figure large in their lives. However much they may want to be active and hip, they need to study... but what is it that they read?


The opening fiction is (mostly) a mage's diary, in which he recounts a raid on some Seers to steal books on behalf of the Chicago Athenaeum and some really odd effects that centre around one of the books - it's all 'handwritten' and quite hard to decipher, but it's a good facsimile of what mages do most of the time - few grimoires are typeset, let alone available in e-book format, after all! It highlights how some books can be dangerous... and not just for the ideas contained within their pages.


The Introduction talks a little about books in general, then explains that this book basically consists of a collection of some eighteen grimoires each of which is ready to be dropped into your cronicle either to provide information that one of your mages seeks or perhaps as something an enemy possesses and could even be using against them. They can be tricky things, these books - one masquerades as a series of fantasy novels, another changes its appearance from time to time - whilst some of the items listed here are not books at all... one, for example, is a vinyl record!


Of course, the grimoire itself is only part of the story. Mages often need to do research even to find out which one contains the information they are after, or to identify a mysterious tome that has come into their hands. To facilitate this, each grimoire is accompanied by notes about how best to research it. There are plenty of other snippets that should spawn additional ideas about how to involve each of these grimoires in your plots.


The level of detail is quite amazing, and any one of these grimoires could provide the focal point for at least one if not a whole series of adventures. This work provides a novel way of using that archetypical tool of a mage, the book, as an integral part of what is going on in your chronicle and is well worth adding to your collection of resources.



Rating:
[5 of 5 Stars!]
Grimoire of Grimoires
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A Day Dark as Night (Exalted 1)
by Ismael A. [Verified Purchaser] Date Added: 08/13/2016 00:34:04

This story is an evolution of Exalted stories. Written after, perhaps instead of the previous three volumes, it does a better job of presenting the setting and characters. It uses iconic characters to a better degree, and seems to be more confident in the space that it explores. Perhaps that is merely thanks to the familiarity that the authors (and audience) were able to develop with the setting.


That this book is free makes it an excellent entry point to the setting, and the writing is excellent.


This is a fun romp in the Exalted setting, and it reads smoothly while giving you a wonderful snapshot of Creation.


5 stars.



Rating:
[5 of 5 Stars!]
A Day Dark as Night (Exalted 1)
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New Wave Requiem
by Ismael A. [Verified Purchaser] Date Added: 08/13/2016 00:28:13

This is kind of a neat era book, with a more focused scope than normal for White Wolf. It's a bit irritating that the product was basically started as a joke, but then given a modicum of legitimacy, or at least that is the way that this book reads. It retains a fun element to it, though, and it is an echo of what Vampire might have been had it come out in 1985.


That having been said, it is short, and probably not worth the price at which it is currently listed. It is a novelty product, at best, and while it is informative enough, you'd really do better watching the Lost Boys and anything by John Hughes back to back.


I do like this product, but it can't really decide how seriously to take itself. If you ask me, any amount is too much. 2 stars.



Rating:
[2 of 5 Stars!]
New Wave Requiem
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The Books of Sorcery Vol. II - The White and Black Treatises
by Ismael A. [Verified Purchaser] Date Added: 08/13/2016 00:17:14

In brief, this is a great product, and probably a very vital one if you plan to play 2nd edition Exalted. I dislike that the black treatise is associated with necromancy despite that not being the case in the game setting proper. To me that feels like lazy marketing, but that is a relatively minor quibble.


The actual content is clean and crisp, but it is also the victim of the rushed design cycle of its time, as was the case with many other such products.


When all is said and done, this book is great for any game, especially for Storytellers, and is rightfully on many lists of must have books for 2nd edition Exalted.


4 Stars.



Rating:
[4 of 5 Stars!]
The Books of Sorcery Vol. II - The White and Black Treatises
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Astral Realms
by Megan R. [Featured Reviewer] Date Added: 08/12/2016 07:28:29

The opening fiction tells a tale of a couple of mages chasing around... their minds? Spaces other than the real world, anyway, yet real enough to those venturing there. It's all a bit confusing, compounded by a heavy background with shadowy images that makes it hard to read in places.


The Introduction tries to explain further, that being Awakened opens access to many worlds that are contained within each individual's soul. Dreamquests and astal voyages are needed to tap their potential... and one hopes that somewhere along their training, lucid dreaming techniques are included. Others can participate in these trips inwards, and secrets can be discovered. The scope of such dreamquests is immense and limited only by the imagination, and it is intended that they should play a part in the chronicles you tell. The theme is that of introspection, reaching truths that are otherwise inaccessible... but they are not safe to travel, either.


First, Chapter 1: Shaping the Mists takes a look at astral magic - how does a mage's magic work there at all, and what spells and rotes will give practical help. As you might imagine, magic doesn't work the same way it does in the real world, and the results might surprise you. For a start the laws of astral space are quite different from the physical laws we are used to, here they become mutable and changeable - sometimes so much so that the term 'law' doesn't really apply any more! Fortunately magic does follow some rules, at least sometimes. Astral space is all about symbols and meaning, so if you can figure those out you have a starting point from which to start manipulating the world around you, however odd it might appear.


Then Chapter 2: Mapping the Impossible provides a guide to the three levels of Astral Space: Oneiros, Temenos and the Anima Mundi. It talks about finding your way around, and describes the wonders to be found. To start off, getting there involves going inwards, deep into your own soul, through there to your dreamspace and deeper still into shared realms. It always feels like a journey, however you get there and whatever you want to do once you arrive. It all begins with a mental exercise, likely different for every mage who makes the attempt. Crossing from your own dreamspace into the shared spaces that are the astral realms takes you outwith your own control and mental discipline.


Next, Chapter 3: Denizens and Things gets down and dirty with what might be found there. Needless to say, not all are friendly and some might be quite surprising! Even in the bits you might think are 'yours' there many be intruders and once you venture forth into shared space, it's likely to be crawling. So here we learn about daimons - constructs that mimic the dreamer and can manipulate dreamspace towards their purpose, which it to 'improve' the dreamer, generally in some ethical or ideological direction. However it may seem at the time of an interaction with your daimon, its intentions are benign, helpful even. Handled with respect, they can be useful guides. There are plenty of examples to give you ideas, but each daimon has to be custom-built for each individual mage. Naturally there are less friendly entities out there, and plenty of detail is provided on them as well.


Chapter 4: Dreamquests contains Storyteller resources with ideas and advice as to when and how you might introduced events involving the astral realms into your game. Basically, you can put whatever you want in there, a blessing and a curse at the same time... for in such complete freedom there lies the difficulty in nailing down precisely what you do want in order to tell the story you want to tell. There is a wealth of ideas here about the sort of stories you might prepare and how to go about it, retaining the weirdness and strangeness yet maintaining some kind of internal consistency that reflects the plot that will unfold. There's masses here to help you plan and run sessions involving a visit to astral space, essential reading if you are even contemplating going there. Finally, Chapter 5: Realms presents some actual places all detailed out and ready to visit... if you dare!


This sort of adventuring may not be for everyone - you may even find that not all of your group wish to engage in astral travel whilst some revel in it. It can however be powerful and thought-provoking, perhaps something to be used sparingly with reluctant travellers, characters who may only visit the astral planes once or twice in their entire lives; but which can be more frequently visited by those who enjoy the experience. It might also be useful when not everyone is available for a game session - those who are there engage in some astral travel, whilst time stands still for the absentees. Other groups may decide to avoid it altogether or make it a regular part of their mages' development and explorations of their own selves. Whatever you decide, here are the tools you will need.



Rating:
[4 of 5 Stars!]
Astral Realms
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Exalted Second Edition
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 01:30:22

It is hard to say much about this book that hasn't been already said, but I'd like to give an opinion that has the benefit of hindsight. I still rather enjoy this iteration of Exalted, even if it is woefully unsupported. Despite whatever misgivings that people eventually grew to have about this edition, it worked just fine, and probably continues to work. The issues came when it surpassed Essence 5 and... well, if this review is for someone who never picked this book up, let me say this. Do you want to play a demigod that can eventually punch out dragons and sway nations? This is the book for you. The 3rd edition is still in its infancy, and I'm sure you can find people to play this edition. Even now, the book is beautiful, is chock full of comic book pages, is beautifully laid out, is all color, and does a great job introducing the system and the setting. 5 stars.



Rating:
[5 of 5 Stars!]
Exalted Second Edition
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Lost Arts of the Dead
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 00:59:16

This book is brief so I will be too. I honestly think that this book came about from cutting room floor material, and it isn't anything special. It does less to codify what ghosts can do and instead restricts them to what they cannot. Sadly, non-exalts, including ghosts and spirits, really aren't anything special and this book does little to change that. I would skip it. You can adjudicate more interesting ghosts than this book could ever inspire you to do.



Rating:
[1 of 5 Stars!]
Lost Arts of the Dead
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Daughter of Nexus (Exalted)
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 00:39:39

Despite the fact that the short adventure format is now defunct, this initial foray into actual adventure design is refreshing, given that Exalted (and White Wolf as a whole) tends to either shy away from adventures, or does large sweeping and vague adventures that are neither centralized nor suitable for one or two sessions.


So Daughter of Nexus is the remedy for that. The story elements are down to earth, relatively speaking, and it is highly relatable, which is great for a group just getting started. Second edition Exalted eventually became plagued with the idea that demigods were only suited to fight things that could swallow continents or punch new grand canyons into existence. This product broke with that concept, and was the better for it.


The format was an interesting and loose guide to a chain of events that could unfold in potentially any order, and went well with the less linear style of play that White Wolf espoused.


All in all, this adventure is great, and studies an excellent design space that is seldom explored in Exalted products. 5 Stars.



Rating:
[5 of 5 Stars!]
Daughter of Nexus (Exalted)
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Making of Exalted, The (Artbook)
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 00:30:47

Though I never was able to get my hands on the original Exalted special hardback, this art book was always a very fascinating look into the genesis of the original Exalted setting and system. There is a lot of insight, some rough and early sketch art that eventually inspired a lot of the thematic feel of Exalted, and of course commentary that helps explain it all. If you want to understand the history of Exalted as a developed role playing game, you must buy this book. For this price, you'd be crazy not to.



Rating:
[5 of 5 Stars!]
Making of Exalted, The (Artbook)
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Manual of Exalted Power: Dragon-Blooded
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 00:28:44

Even after all this time, the book still holds up and presents amazing production values, a great system (for its time), and some amazing artwork. For being the first of the Exalt types to come out after the core book, they did a great job. There were some hiccups due to some production problems, but even with that, this book holds up as having been one of the cornerstones of 2nd edition Exalted. A must have for 2nd Edition Exalted players, and potentially even 3rd edition until they release a new Dragon Blooded book for that edition.



Rating:
[5 of 5 Stars!]
Manual of Exalted Power: Dragon-Blooded
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Sanctum & Sigil
by Megan R. [Featured Reviewer] Date Added: 08/05/2016 13:07:50

The opening story combines the intense political manoeuvering of the Silver Ladder with action, negotiation, power plays and high drama, a riveting read in its own right. The Introduction then draws out the main theme that concerns this book: scanctums. Even Sleepers have homes, places in which they feel safe. A mage's sanctum in so much more, a place to study as well as somewhere to rest, recharge his energies and far more. But in such places you find the bedrock of mage society, individuals and cabals. From there the greater assemblies arise, but the cabal is the core bastion against the Abyss and other threats, and the central point around which Awakened politics revolve. Assembkies and other groupings are made up of cabals, not divided into them. The cabal and the scanctum it uses is the mage's refuge, shelter, the place to return to when the work is done... or when something nasty is chasing you. Sanctum and Sigil, then, starts with the permutations of Awakened politics, from the inception of a cabal and the inter-cabal politics of a Consilium right to the mage's home - the sanctum. It provides details on the inimical opponents that move to hinder such institutions and the magical resources that are used to protect a sanctum.


First up, Chapter 1: The Polity explores core concepts about how a cabal is set up - will it consist of mages from but one order or the more modern pattern where individuals of several traditions join together. It looks at a cabal's protocols, the rules that govern members and the oaths that bind them and the sigil that is their symbol. Then it moves on to the Consilium, the forum where inter-cabal politics play out, and also the 'Lex Magica', the laws that govern mages and their use of magic.


Then, Chapter 2: Pride of Place looks in detail at the physical - and magical - construction of a sanctum. Essential reading when your cabal comes to set down roots. There's also plenty of information about Hallows, ley lines and Demesnes too.


Next, Chapter 3: Pylons and Cults examines how the opposition organises itself. Banishers of course, but also Seers, those lost souls that seek far past Watchtowers into the far depths of mystery - but what do they do and why are they a threat?


Finally Chapter 4: Storytelling explores how to actually run all those political machinations and make them really come to life for your players, get them to care about the outcome. There are also ways to get your cabal into trouble (if they don't manage to find it for themselves) and three sample cabals you can drop into your own chronicles: a Pentacle cabal, a Seer pylon and a Banisher cult. Ready-made rivals, opposition, threats...


This book makes for a fascinating read, but you do need to be well-embedded into Magic: The Awakening traditions and terminology to make the most of it. The material herein will aid you in building a deep, rich, vibrant world for your mages, one in which there is plenty going on and with opportunities for them to get involved (whether they like it or not) at every turn. Drag the more bookish mages out of their studies, make the muscular ones stop and think about the consequences of their actions, devise and run the local power structures of mage society with a sure hand... well worth reading if you want to scale the heights (and plumb the depths) of a living world and make your mages far more that mere spellchuckers but part of a real community that exists just out of reach of everyday Sleeper life.



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[5 of 5 Stars!]
Sanctum & Sigil
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Boston Unveiled
by Megan R. [Featured Reviewer] Date Added: 08/04/2016 12:26:46

Opening with some evocative fiction that tells the tale of a lonely girl on a nasty cold and wet evening, who finds strange people down back alleys she hasn't explored before and the promise of something more, then the Introduction lays out the nature of this work: a setting sourcebook for what is intended as the home and setting of Mage: The Awakening, the city of Boston in the Commonwealth of Massachusetts. Even if you know Boston well, this is not quite the Boston you know. Building on the information provided in the core rulebook about the city, this book looks behind the scenes at the intrigues of the Awakened world and provides inspiration for many a chronicle, with plot ideas a-plenty. It is a place replete with history and rife with secrets… just the sort of place in which mages can flourish - or perish.


Chapter 1: Maps and Legends takes a look around, but it's not the sort of guidebook that a tourist would find useful. Starting with the local Native Americans, it's naturally a good place for those who would work magic, with ley lines in profusion and other features which any willworker might appreciate. Even once colonists arrived from Europe, there were those who picked up on the local characteristics and began to build their power. But sometimes the landscape itself fought back, and sometimes malign spirits were summoned by accident or intent, not all was well. Yet these early days were exciting ones and many seeds were set and organisations founded and alliances forged that began to shape the landscape of today.


Next, Chapter 2: Cabals presents some of the better-known groups of mages to be found in Boston, along with the politics and enmities that provide for alliances and rivalries. It's a place full of history, with several hundred years of cooperation and conflict setting the scene for today's Bostonian mages. Just as regular Boston society tends to the stiffly formal, so does that of the Awakened. A local mage may navigate this uptight society with ease, but a newcomer will find it difficult, baffling even. Mages who Awaken in Boston are welcomed and nurtured, shown around and properly welcomed by exisiting mages - whilst this is a benefit, it can drag a fledgling mage into local politics before he's really ready or has even had a chance to decide where he stands. There's plenty of detail here, with many groups for mages to join or to oppose, people to ingratiate themselves with, who might become trusted friends and mentors or bitter enemies. Absolute heaven for those who want to play a social game jam-packed with intrigue and political manoeuvering.


Then Chapter 3: Renegade Mages takes a look at some local inhabitants who do not fit into regular arcane society. There are quite a few Banishers - perhaps stemming from the city's Puritan past - who are presented in considerable detail ready to come after your mages. Story ideas are littered through this book, and there's a delightful one here: an old Chinese mage who rarely practises magic these days has just realised that a young relative has not only Awakened but taken up with the Banishers, so to whom will he turn for help? There are other individuals and groups here too. The Scelesti use their magic to their own unsavoury ends, and others follow their own agendas as well. And then there are the Sleepers. Some of them can prove problematic too - there's an overly-curious journalist, for example... be cautious how you deal with her!


This is followed by Chapter 4: Off the Map which explores local spirit realms and other places of mystery. As you can imagine from such a historical place, there are plenty of locations that resonate, and this chapter provides even more plot ideas - overt sidebar 'story hooks' and those that spring to mind as you read over the entries here.


Finally, Chapter 5: Beast of Burden provides some plot to get your adventures in Boston off to a flying start. It's aimed at a young cabal yet to establish themselves (but could be run with more experienced mages if you beef the antagonists up a bit), with a Tibetan student asking for help in combating a monster he says ate his master when an experiment went wrong. Taking the action from the docks and through the streets of the city, there's plenty of mythology to explore as well as fights to be had - a good adventure to get the cabal involved in Boston society as they aren't the only ones interested...


Boston makes a good base for those who want a political game, yet there is plenty of scope for people who prefer more direct action and even those who wish to pursue a scholarly approach to their magic. Indeed, there's something for everyone here... all rooted in the fascinating city that is Boston.



Rating:
[5 of 5 Stars!]
Boston Unveiled
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