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Sea Kings of the Purple Towns | ||
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Sea Kings of the Purple Towns
Capsule Review by Gilbert Pili on 23/07/02
Style: 4 (Classy and well done) Substance: 5 (Excellent!) Sea Kings of the Purple Towns manages to remain true to the feel of the Elric novels while exploring new adventures that are both thoughtful and challenging. Product: Sea Kings of the Purple Towns Author: Fred Behrendt, Nick Hagger, Mark Morrison, Anthony Utano and Richard Watts Category: RPG Company/Publisher: Chaosium, Inc. Line: Strombringer, Elric! Cost: $18.95 Page count: 125 Year published: 1992 ISBN: SKU: Comp copy?: no Capsule Review by Gilbert Pili on 23/07/02 Genre tags: Fantasy Horror |
I was more than a little impressed with the cover to Sea Kings of the Purple Towns. Is he a warrior possessed? A fanatic priest? A raging vampire? I wasn't sure, but the blazing eyes and barbed teeth of this dark-haired soul made me want to delve in and find out. I wasn't disappointed.
The latest Stormbringer supplement shows signs that Chaosium is beginning to support its game based on the works of Michael Moorcock in earnest. Sea Kings is a 125-page sourcebook and series of adventures centered around the Isle of the Purple Towns, once a base for the Melnibonean navy, now an awesome independent trading center built out of the empire's razed remains. The Pirate Kings, once feared raiders, carved out their niche and came to dominate the island. Eventually, they became the even-handed, law-worshipping Sea Kings. The island is currently known for its fair trade practices and conservative business style. A telling quote, however, from one who presumably did not make out well in the volatile trading arena: "No one actually cuts the throat of his enemy, but all cheer when he and his children are thrown out into the street..." The first half of the book gives background information on the island. A brief history of the island, a section describing the principal cities, its people, religious groups, geography and encounters reads well and gives a satisfying overview of the setting. "Harborside Rumors" are good fun and make for some interesting adventure seeds. I especially liked the "Purple Towns Digest," a compendium of folk that can be encountered just about anywhere on the island. These are all unique individuals despite the fact that tags such as "Adventurous Merchant" are used to describe a generic type. Many of them have plot suggestions that can be fleshed out if the GM is feeling creative. Also refreshing is the use of important women in the section, dispelling the notion that men are the only capable individuals in a fantasy setting. The scenarios are the real strength of Sea Kings, however. All four are excellent and can be run individually or as a complete campaign. "The Strong Arms" involves the acquisition of a tavern and all the troubles that come with it. In a way, this adventure is more a shell that can run alongside other adventures in the course of a campaign, and need not be run in a continuous session. It's actually better if the other three scenarios are run during the slow times of tavern management. "Sisters of Chaos" is a seemingly simple deal that turns out to be more complex as the adventurers make strides to complete their mission. Some good roleplaying will be needed to survive, as well as a good understanding of human motivation. Adventurers may well wonder if they have truly "succeeded" after they have completed their task. This was my favorite of the scenarios, if only for the compelling characters (who incidentally are women) and the unique implications of their actions. Even the minor NPCs avoid the fantasy stereotypes. "The Unholy Fortress" requires that the PCs assist in the defense of a great religious site -- the bones of a dead god -- from the hordes of a fanatic army bent on using it to evil ends. Of all the scenarios, this one had the feel of a real epic, something you wouldn't mind seeing on a 70mm screen in Dolby sound. That guy on the cover? Suffice it to say that he uses a unique dye to redden his cape. The adventurers will find themselves in some very tricky situations, and had best be on their toes. All this, and a chance to discover what goes on inside an extinct deity's head! "Kariss Burning" ties up a number of loose threads left dangling in the beginning scenarios. The adventure explores some real horrors of war, but if they play their cards right and follow up on a number of clues, adventurers may well survive to live in real prosperity and the glow of herodom. And perhaps grow a bit wiser, as well. In case you didn't notice, I thought Sea Kings of the Purple Towns was brilliant. The supplement manages to remain true to the feel of the Elric novels while exploring new adventures that are both thoughtful and challenging. The NPCs are human and interesting, possessing wonderful flaws and motives. The situations are charged with dramatic conflict and potential for roleplaying. If you play Stormbringer, this is an essential buy. Even if you don't, this is stuff that can be used in other campaigns as well, provided you like to tinker with the setting. Overall, it will make a welcome addition to any roleplaying library. | |
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