Review of Word of the Fates
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The introduction sets up the story in the next three chapters. It also puts forth the primary themes of each tribe, and shows the reader a piece of that tribe's culture. The dangerous sensuality of the Magdalites comes forth clear as crystal with a single paragraph taken from a Lover's journal; the stifling facism--and the need that birthed it--of the Evans echoes loud and clear from the Shaman's quotation; the spiritualty of the Yagans comes through without question through the dream-speach of one member. In the sidebar, there is--again--a short explanation of what this book is about and how it's meant to be used: read the stories to get the culture, then use the back half to support adventures that employ elements from these tribes.
The story begins in Chapter Two, where we meet a Concubine--Mareta Deanakin--and follow her through the pleasures and pains of the Lover's tribe. This part of the story is conspiratorial and filled with intrigue, and it involves subject matter that some readers will find objectionable. (Child molestation is involved.) Plots piles upon plots, Mareta has a private session with Magdalen, and the true villain is exposed before all concludes. The results here go on to the next chapter. (More than this is a spoiler.)
All of the organizations and factions present within the tribe at the beginning of the Children of Prophecy series are put to the page and shown to the reader. These include: Concubines (go figure), Voyeurs (spies), Sirens (clergy/leaders), Ecstatics (apothecaries), Maskers (assassins and entertainers), the Order of the Blooded Rose (as described in Vimary), and the Gatherers (those who go to the Outlands to get stuff for the Ecstatics, etc.). They're seen as they are, in action, and in their context for the most part.
Chapter Three takes us to the Evans. This story is about a young Evan woman as she becomes a Shaman for her tribe. She attends a hard birth and culls the second of two newborns because it was "degenerate" in its spirit; turns out that this is not the truth- what is true is a spoiler. The experience shakes her, and she carries with her through her initiation. Along the way, she encounters some Yagans who talk to her about her dead mentor. This is the connection to the prior chapter's story, and to the next chapter as well; in this role, she's little more than an information dump, and not really an active character. There's a surprise twist (again) at the end, which I did not think was needed, but it's not an onerous one.
Again, part of the point is to give an insider's view of the tribe; the groups within the tribe are named: Matrons (old mothers), Shaman (go figure), Nurses (midwives, herbalists, and healers), Nannies (internal militia and assistants to Nurses), Tenders (majority of tribals), Seeds (Evan children and adolescants), Creches (commonly-held child-rearing places), the Adopted (other tribes' kids raised by Evans). As one would expect from a tribe so bound to fertility, sterility is the one sure way to marginalization.
Chapter Four is the Yagan chapter, and the end of the story. (Yay!) It's all about a young Yagan and an old one going to take care of a ritual obligation. Again, along the way the reader gets to hear all about Yagan culture and institutions. In addition to those in the rulebook we have the Flesh Seers (mystics that detect Z'bri taint on people), Daemonseekers (Z'bri hunters), and the Cult of the Raven (rivals to the Flesher Assassins). The Mordreads get more attention and greater diversity, as do the Pellis Artisans, and the entire tribe gets far spookier and creepier than the rulebook implied. It's all quite fitting.
(What of the story? It ends, and those who needed to know what the truth was find out, but it's not truly resolved. Hey, you can't win all the time.)
Chapters five through six revisit the tribe again, only this time in the form of raw information and tools for the use of the tribes in the game. If you're looking to get straight to the good bits, skip here and start reading. The major themes that each tribe presents, the moods that accompany the tribe, important locations, families, guilds, factions, etc. are all addressed with earnest here. How the tribe works with standard Fallen-centric campaigns are all covered. New NPCs and NPC templates, totems, Aspects, and gear are here as well. This is where the crunchy bits are, and you won't be disappointed.
Is it worth it? Sure, if you like these tribes or if you want them to play a big role in your game. You don't need it; you can get along without it just fine. Check it out and decide for yourself if I can't convince you.

