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Capsule Review
August 2, 2001 Edited: August 28, 2017 by: Robert Donoghue
Robert Donoghue has written 4 reviews, with average style of 3.75 and average substance of 4.00 The reviewer's previous review was of Exalted: Free Introductory Kit.The reviewer's next review is of Adventure!. This review has been read 1920 times. |
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This sourcebook blows much of that out of the water, and reveals the Daughters to be an organization of sufficient scope that it is no great stretch to say that they are, perhaps the most powerful of Theah's secret societies.
The surprise element in this mix was that the Daughters have close ties to the Sidhe, in the form of the Lady of the Lake, one of the 3 queens of Faerie. The Daughters (and their male counterparts in Faerie, the Sons of Lugh) are primarily descended from the Lady, and while not all members share that bloodline, those possessing the unique scrying magic of the Daughters do.
Basically, long, long ago, the Lady of the Lake fell in love with a Knight, had kids, and then had to withdraw from the world along with the rest of the Fae, though she left a serum of youth for her knight and child. When she was finally able to return, the knight had vanished, and her daughter (Sophia) was an Oracle living in isolation. The Oracle had seen a horrible future (Syrneth returning, fire famine destruction and so forth) and she asked her mother to help avert this as she was dying.
The Lady agreed, and the Oracle gave her life to alter events in such a way as to allow the First Prophet to come to the world (or at least so they describe it). The Lady chose a new Oracle, and since then, the death of an oracle has Heralded the arrival of a prophet. In the intervening time, the daughters have grown as an organization, with the fixed goal of preventing the coming of the 4th Prophet, who they feel will sunder the barrier that protects the earth from the exiled Syrneth. To that end, they have aggressively recruited and grown, using their divinatory powers and extensive organization to help keep Armageddon at bay.
Definitely not what I expected.
As the oldest secret society in Theah, they have an unsurprisingly long history of attempting to avert Armageddon, including influencing wars, the development of nations, combating an apparently vast sorcerous society who they defeated soundly enough that no one else has heard of them. An interesting tidbit is dropped about a Queen of Montaigne betraying the daughters and bearing a child of a power beyond the barrier, but it seems mentioned only to tantalize (And presumably tie into upcoming events in Montaigne).
Today, the Daughters seem to be everywhere. It may be an unfair impression, but I think the number of female NPCs in the game who are Daughters probably outstrips the number who aren't by a fair number - sadly, I'm not bored enough to go through all of my books and check. The only other group that might even match them in scope does not exist, and even that is a tough call.
The Daughters are active throughout Theah, with a leader (called a Handmaiden) in each nation, as well as the Crescent Empire and Cathay (though the Handmaiden of Cathay remains a mystery), albeit with varying degrees of direct influence. They keep themselves fully apprised on the activities of other Secret Societies, though they keep themselves isolated from most of them, excepting the Rilasciare, who they have an alliance of sorts with, and the Invisible College, who they wish to help, but also wish to direct away from studies that the Daughters do not wish to see explored.
There is one new fencing school, an assassination school, in the same vein as those presented in Rilasciare and Die Kreutzritter, though the flavor is definitely suited to the Daughters. The abilities suggest Lady DeWinter very strongly.
Additionally, rules for Scrying sorcery are presented. Because it works differently for men and women, it is effectively two different forms of sorcery, albeit with some overlap. Female scrying magic allows scrying (surprise) into the present at the outset, and eventually into the past and future. It also allows the brewing of magical potions, of which there are about 4 and a half pages listed (each potion type is a knack), and which look pretty useful. Male Scrying simply serves to increase the attributes and resilience of the sorcerer. These are passive, always-on sort of effects, so male scryers perform little magic so much as they simply accrue bonuses. Both sorts of sorcerers can breathe underwater and automatically tell if someone is good or evil by looking at them (in game terms, can tell if they're a hero, villain or scoundrel).
Black & white artwork is used heavily throughout the book, generally of average to good quality, with the chapter frontispieces (full page)of higher quality. Quarter-page head portraits of all the statted NPCs are included with their writeups, as they are in all 7th Sea supplements, and they remain a very useful touch for GMs who like to have such things as handouts.
Second, I have some mechanical concerns. Female scrying is fine - It's one of the most useful apprentice level magics, but probably no moreso than Pyrem. However, male scrying seems to exist only for reasons of abusing the system and creating combat monsters. Its presence absolutely boggles my mind.
Third, I am really unhappy with how many secrets the daughter know. The previous secret societies were made interesting by their incomplete pieces of the puzzle, which helped add some interesting tension to the interplay between them. Not so with the daughters. This is such a potential problem that even the book attempts to address it, with tips to the GM for how to deal with players who lord their knowledge as daughters over other players.
All of these pale in comparison to my last objection, which took me some time to put my finger on, until I went and started pulling down the other secret society books for comparison.
See, as presented, the Daughters are probably more like Die Kreutzritter than any other society. This is both good and bad. DK was probably the best of the society books, but it was also probably the one with the least swashbuckling flavor. DK know that there are awful things in the world, and they have to do awful things to stop them but have to maintain constant vigilance against themselves, lest they become monsters. This conflict of morality and responsibility make the DK a vibrant addition to the 7th Sea landscape, despite the difference in tone.
The Daughters are presented as being similarly ruthless, and may hold the distinction of having killed more people than any war Theah has ever seen. They are assassins and manipulators who justify their action for the greater good, but there is no sense of the dramatic tension that that situation brought to DK. There are no Daughters who feel at all bad about what must be done, or at least, so it is presented.
Instead, they're really powerful, they kill people who get in their way, and they're supposed to be the good guys. I admit to some bias, but this is not in keeping with my sense of Swashbuckling, and it doesn't offer me anything new to bring to the table dramatically, so I don't really see what value it brings.
This is also a valuable sourcebook for those interested in the meta-story (it's not a plot yet, until the revolution begins) of Theah, as it details a number of things, most notably an explanation of the White Plague which is still somewhat lacking in details (Especially considering the revelations in Invisible College) but answers most outstanding questions.
Additionally, this book may be godsend for those GMs who really enjoy the Fae, but for one reason or another aren't playing in Avalon. The Daughters represent an excellent way for fae-related activities anywhere on Theah, and the book includes a map with gates to the land of the Fae all over the continent.
Despite my personal issues with this book, I am obliged to concede that it is, at the very least, a solid contribution to any 7th Sea GMs bookshelf, though certainly not the first book I would suggest.
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