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It may seem a tad odd to review for an item recently for now out of print game line – Stupor Mundis. However, I received this item, as a sort of alternate Earth/BRP not aware that it was actually tied to a particular line. However, I have been assured that Stupor Mundis might yet appear if Runequest 6 comes out under those rules. Fortunately, there is enough BRP goodness in this volume that not possessing the main rule books hardly discounts the quality and craftsmanship that went into this supplement and campaign. For you could play it very much as an alternative to Dark Ages Cthulhu or any of the other quasi-fantasy that the BRP license has spawned.
The background of the supplement is the European crusades designed to subdue the local population of the Baltic States – today’s East Prussia, Lithuania, Latvia, and Estonia. The original Stupor Mundis seemed to be grounded in the confluence between real history and places and a sense of magical enchantment overlaying the world. Whether, this magic is real, or, some sort of super-science or simply is a belief system, I will leave to the original rules to interpret or as will be in my case, an extension of the Cthulhu rules – magic is really super-science (following Clarke’s law). The crusaders were appointed by the Pope, reinforced with German princes and egged on to what they saw as largely vacant land of the Baltic lands compared to the ever crowded Central Europe and with the reward of lands, amber, and other resources – the knights of the Teutonic Order set forth to conquer and convert the heathens of these lands. Naturally, one can play the other side, Pagan/Shamanistic Balts who are resisting the Germanic onslaught calling upon their deities and supernatural allies to defeat the knights. Also, one can play a few wildcards in the form of Russians whose different princes serve the Golden Horde (the Mongols of Genghis Khan) or the Saracen or even Mongols (who might be doing a reconnaissance of the Baltic lands) should one wish to depart from the history books.
The first section is all about Creating a Character that meshes with the milieu. The nuts and bolts of creating a Crusader or Holy Warrior recruited to fight the unbeliever. The supplement goes into great depth discussing the motivations of such a fight, so as the player my not lapse into just playing a Paladin in guise smiting evil. For the Balts are not evil or even an enemy in the conventional sense, they represent just the opposing force that the crusaders are there to recruit. Similarly, on the side the Balts may resent the invading forces from the South but they are also wary of the growing influence of Russia’s princes and the power games being played in the Northern most extreme. Thus, the groups that assemble will not be ultra hard religious zealots and pagan shamans on the other – but a sort of blending. Essentially, the character creation follows the standard BRP, as outlined in the BRP rulebook but with some essential tweaks to better fit the setting.
Next up, we have Christianity and Crusader Magic – this is where the fantastic road is taken and the supplement veers away from the strictly historical but not overly so. And, unfortunately for me this was the section that I found most confusing as I do not have the good fortune of owning an original of Stupor Mundis rules but nonetheless, the high quality of the writing and correct explanations made this section highly enjoyable. Magic, it would seem, revolves around some sort of mental battle more akin to psionics and the stuff of the Middle Ages – miracles and powers conferred by God. Thus, this section includes important rules and conventions for the use of above described magic regarding piety, blessings, congression size, etc.
Gods and magic of the amber Coast is the inverse of the previous chapter but dealing with the Baltic people’s magic rooted in more traditional (read: Pagan cults) forms of veneration. Again, the mechanics somewhat elude me but it was brilliantly conceived. Unsurprising, given BRPs origin partially in Runequest, the cults gain their magic through runes. Furthermore, the Gods of the Region are lovingly described that it becomes almost too hard not to steal their descriptions as a primitive avatar for some the Great Old Ones that I will use in Dark Ages.
Baltic culture begins with a discussion with Geographical facts, while there is some overlap with the introduction; this is much richer in turns of detail and really puts into context the places that are on a map preceding the section. Just a pity that the map was in two-tone with shadings, I know they could not have used colour but just different symbols would have been welcome, as grey on grey on gray is hard to read. Up next is a tiny section called civilization and nations which essentially outlines the simple Clan social structure of the Baltic peoples. Nations are not nation-states but essential, like-minded ethnic groupings which would later serve as the template for modern nation-states. This section does a superb job at outlining these tiny groupings and giving the accurate portrayal of European feudalism, as really a patchwork of these microstates. Tying everything together is a discussion on social organization how these groups cooperate or fight among themselves plus an idea of the social cement that wields the feudal units into different polities.
Then we have a section on the structures of human geography - Buildings and fortifications that typically make up the Baltic coast. Next up is a discussion of Travel – and the relative safety or more accurately the degrees of insecurity associated with each mode. Up next, religion and worship, outlining the different religious practices of the Baltic peoples. And, finally concluding Baltic culture is a discussion of the calendar and timeline.
The Baltic crusades are the section that deals with the invading Christian armies mirroring much of the previous chapter with an extensive discussion of history of the crusade. Including, major chronology (no timeline in the chapter which was a bit strange), fortifications/settlements started by the crusaders, also, a history of the major battles. This leads nicely into the history in the next chapter dealing with The Brotherhood – the Knights Templar. The iconic holy warriors/paid assassins by the Pope to uproot and Christianize the occupied lands or die trying. All together, this is a highly sympathy point of view of the Knights, something that does not quite mesh with the history books. Notwithstanding, it does represent a certain popular conception of the Templar Knights.
Followed by a discussion of the personages of the day - Famous Characters – that player characters would have to be aware of in this milieu, some directly, like Russian Prince Nevskii and others more indirectly like Genghis Khan. Each of these are presented statless and have just extensive background notes allowing the Game master to incorporate this cast of characters at multitude points in the timeline. This sort of follows into the next chapter entitled Creatures which highlight the mundane and the supernatural creatures that inhabit this region. And, because, this supplement is based on a fantastical version of our own history – we can safely assume that: “All Myths Are True” (sorry…big Abney Park fan). Significant discussion is paid to the werewolves of the region – the Vilkacis.
Then what follows is a brief discussion of creating the background for the adventure that then takes up the remaining four chapters (six, if you include the PC & NPC roster chapter). The adventure is well paced and gives a chance to explore all corners of this exotic land building and supplementing previous material.
All in all this is a well put together sourcebook, it made me want to buy Stupor Mundis and integrate it into my Cthulhu Dark Ages expeditions. For it is much richer in terms of detail and historical accuracy yet fantastic. Excellent art, good editing (excellent index but no table of contents – showing you can have one without the other but I prefer both). I found it immensely enjoyable to read and will certainly want to see more in this line if Runequest 6 permits it. Thus, even, though, some parts were specific to Stupor Mundis, it had enough BRP goodness that you did not need the main volume and could get away with just Basic Roleplaying rulebook. Highly recommended if you do play Stupor Mundis but even if you don’t – it still comes highly praised and recommended. But, because it was not generic enough rates a slightly lesser score.
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