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Revelations II: The Marches | ||
Author: Sam Chupp, David Edelstein, Steve Kenson, S. John Ross and John Tynes
Category: game Company/Publisher: Steve Jackson Games Cost: $17.95 Page count: 128 ISBN: 1-55634-331-0 Capsule Review by Elizabeth Bartley on 03/07/99. Genre tags: Fantasy Modern_day | The MarchesThe Marches is an important In Nomine supplement; it fleshes out the Ethereal realm, which was very sketchy in the main book. It's got its flaws, but it's generally well-done.
The Marches, like all of the Revelations Cycle, includes a number of separate components. One of the pleasant things about The Marches is that the components are related: the title is the theme of the book, and it discusses the nature and denizens of the Ethereal Realm, Superiors include Beleth and Blandine, and the Sorcery loosely ties into the Ethereal realm as well.
SuperiorsBlandine, Beleth, Gabriel, and Belial are all fleshed out in this book. In addition, it includes a special Choir devoted to Blandine: the Menunim, angels of hope; and its Fallen equivalent, working for Beleth: the Pachadim, the demons of fear.
The Superiors were all well-done. I could take or leave the new Choir and band; they're not suitable as PCs.
The Ethereal RealmThis details the Ethereal geography: humans dream in the Vale of Dreams, which is loosely divided into Blandine's and Beleth's realms. Beyond that lie the Border Marches, which is just what it sounds like, and the Far Marches, where the Ethereals reside.
In addition, this section describes the history of the Marches, Ethereal combat, individual dreamscapes, larger domains within the Marches, and lucid dreamers and their special powers.
I really liked this section. It told me what I needed to know, and it did it with style.
Denizens of the MarchesThis section briefly describes the nature of pagan gods, dream soldiers, pagan rites, and so on. It then goes on to describe some of the major remaining Ethereal powers: the Norse gods, the Greek gods, Faerie, the Aztecs, the American Indian spirits, the Australian Dreamtime spirits, the Egyptian gods, the Shinto kami, the African loas, and generic primal spirits.
I had very mixed feelings about this section. It's certainly useable if none of the players are experts about the relevant pantheon(s). But a lot of it's off -- not badly enough to be really painful, but badly enough to make me twitch. In particular:
Now, for all of my grumbling this section is decent, and parts of it are good. The errors of aren't glaring. And there are a lot of nice touches:
All in all, this section is reasonably good.
MagicThis section describes what magic can do, why it doesn't work on angels, and why most Sorcerers serve Hell.
It's okay. It's based on standard stereotypes of sorcery more than any given actual magic system, but I think that fits the In Nomine universe of angels and demons. My praise is grudging because I think it could have been so much better given more space, more research, and more time.
Blood and CircusesThis gives the background of two circuses, owned by brothers, which are Tethers to Heaven and Hell. It also presents a two-page possible adventure involving both circuses.
This was my least favorite part of the book. I just didn't warm to either circus. The concept of mobile circus-Tethers is interesting, but I didn't like either of the two circuses described here.
Style: 4 (Classy and well done)
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