I just bought the Sub Rosa freezine and started reading the seventh issue, which had interested me since I read he contained something on Mongols (because I ran a saga online about them, and wanted to see more materials - what is in the Dragon and the bear and Ancient Magic was good, but not up to date and only mundane).
So I quickly started to read them and... I felt that there was more to say than just about the Mongols.
So here is my review.
All begin with News from the line editor. I expected blablah about books, advertizing and boring stuff. Fool me.
First, I discovered David Chart's note. And it was really enjoyable to read. From one part, I was one of those who thought that "Legend of Hermes" was not really worth his title since the 5 magi didn't seem really legendary at all, and that little text from Mr. Chart totally convinced me. He explains why that book is not about the mythic figures we all know (personally, I would have loved to hear more about Notatus, Apromor and Quendalon, for example), and why it is about magi who are known, not by us, but by our magi. From another part, this finally explain what I was suspecting about Diedne, but it was nice to read it black on white : no unravelling the mystery, but only hints and details. From a third part, it convinced me to buy the Church source book because he explained there was a part about the infernally corrupt churchmen... something I often use in the IRL sagas I'm BSG, but without any rule for it.
I may seem a lot enthusiast about that,... and I truly am. This page 5 convinced me to buy two books I didn't intent. Nicely written. So, yes, I must admit: when i turned my pages to find the next article, I was totally expecting very good material...
And there, a second slap! The magi of Thebes by Yan Prado. I did already open and read a bit the excel table which come with the issue, but I was like "mmmh, what is this?". Since my IRL saga is based in Thebes (and we started this saga just before the book was published ... we debated the merits of Rhine and Thebes, and I presented the incoming publication of The Sundered Eagle (TSE like Yan say) like the big argument to chose Thebes... I did right, this book is fantastic, buy it if you didn't do it until now!) reading that article, I was "OH MY GOD".
I'm BSG in that saga, but I handle what is hermetic politic, and we just ad our first tribunal - the one of 1207, since we started the saga in 1200 to enjoy the pleasure of the 4th crusade -. I add nothing very important done BUT i was like "now i need to invest in that stuff, and decide the new archai". I already rolled and none of the PC's was chosen by lot... but now, thanks to Yan and his table, I can just enhance it and keep stuff. Thanks Yan, your two pages article is great!
After those two slaps in my face, (and I only read 7 pages of 76... imagine how I felt at the time!) I was expecting nothing but the best...
And page 8 open an article ... The SG handbook: the enemy within which treats possession.
SLAP again!
OMG like they say.
I always find possession to be the true weapon of devils, because, like we all know, any magus dedicated enough can kill demon. But what good is to be able to kill any demon if you can't find them? And demons are deceptions alive... and possession is the biggest deception.
On this forum, there was one thread when somebody told that if the hermetic magic was a lie from the beginning - and that demons were using their powers to make the magi indulge in sins (Pride and so on) -, NOBODY could know it. I liked the idea, even if too hard to really play in any saga I manage.
But posssessing is a useful thing to use, AND it provides: dilemns (will the PC's kill that possessed NPC ? Is he really possessed? Why wouldn't the exorcist who say such be possessed?) and hooks. Indeed, magi think their aegis is the most perfect anti intrusion weapon... but, like Yan explains, not against the energumens! So there we are. Yan provides a good exploration of those energumens and their interactions with the most obvious threats: hermetic magic, relic, supernatural power and exorcism.
Already two articles (the editor lines does not count in this regard), and they already provide ideas I can use in sagas where I'm SG and even player : i do indeed play one demon hunter in a IRL saga, and this second article gave me ideas about new spells/breakthroughs to do to enhance my magus' abilities to kill energumens and above everything, on the way to prevent them to do anything wrong.
After that is the Mappa Mundi article, but since I don't use music in my games, nor I'm interested in it, and because I don't watch podcasts or streaming thing, I zapped it.
Then come The Story of Nelda’s Lament by Mark Lawford.
It's an adventure, in brief classical, with full details of characters, and a setting. From the given opponents and setting, it would only fit for companions or newly gauntleted magi. I do think that any experienced magus will quickly unravell the mystery of Eagar - using mentem magic to make him talk or vim magic to coerce him. A general thing I noticed is that some rolls are given. While it seem a classical thing for ars magica adventures book (it was also done in Tales of Mythic Europe), I personnaly always find them not necessary. If the troupe wants to break the door, I assume any SG can use his normal ease factor for such act.
Having never played What Lies Beneath - but knowing a little about it since I read it with interest - I think this introduction scenario can be used, but it would need some time to pass between both adventures, should the new vis source play a role in What Lies Beneath.
I think that a SG could also improve the story by adding something related to Nelda's background : we are said that her husband was maybe dead... but is he? Maybe he is imprisonned in a faerie regio... regio from where the faerie Eadgar come ? Was the first Eadgar the same faerie? How many girls did he lead to death in the marsh? Is he really a faerie? Isn't he possessed by a demon (and we can add the previous insight about that)...
I think that the scenario is short, and since my IRL theban troupe (the more likely saga in which I could play it) like scenarios who take +- 10-12 hours, I would expand it. For example, making the magi/companions discover a plot in the priory... maybe construction plans or letters with the architect about the Marsh (and introducing already the What Lies Beneath Intrigue)...
Curiously, Eadgar is a faerie without (nor sovereign or traditional) ward and we lack any idea why for. It can be to let each SG invent one, fitting the style of the troupe.
[size=50]I noticed that characters are presented in the usual Tales of Mythic Europe way, which is not bad. But I'm wondering why always add "kick/punch" stats. Some NPC sheets have typos (a +2 from puissant ability not written, or a specialization forgotten) but nothing which would make them unplayable.[/size]
Then comes a page about Grand tribunal with full information for those who want to join. However this sentence "Babes in arms may be classified as hand luggage, at the committee’s discretion" is just too fun to not mention. Come with babes, guys, they may be classified as hand luggage [size=80]I guess it was "babies", but since I'm not english native, I wouldn't be too sure... maybe it's a joke ^^[/size]
Next is From The Journal of Vulcanis Argens. It's not an adventure, nor a character. But just a diary, providing some kind of tale. The ideas depicted can be used as adventure, background or other. Maybe reuse the character.
I liked the art, but missed a little they weren't more alike: I detected two different drawing styles.
(A general note is that it's too bad that the drawer of each image has not his name in legend or in the summary.)
After that part is the Beyond the Fields We Know: (as I'm a newcomer to Subrosa, I think this is a classical part of each issue?) dedicated to: Rűűbezahl faerie.
I liked the idea behind the faerie and the author, Timothy Ferguson, seems to know his subject and the ideas of stories that are subjected by the background information are really interesting. ("How come there is no air elemental near this area? we need one!"...)
I had a remark about this article, it's that on the second page, it's too bad the picture is so large that the text column is so narrow and hard to read. The picture is from a drawer style I like a lot however : it gives ideas just by looking at it.
The next article is The Ghost in the Snow by Robin Bland. It's about Muspelli. I have bought the book, and if I managed to read the Amazons part, I was so confused by the brotherhood of August that I never went on. But from what I still eyedroped in the muspellis and Soqotran (can't remember their name ^^) traditions... they were interesting and I promised to myself to try again later... maybe I will now that I have read this article, since the art of the first page is just majestic.
The article provides a summary of the rules for Muspelli. Simple and easy enough to give desire to those who haven't the book to buy it, and to those who have it but haven't read that chapter to do it (such as myself ^^).
The scenario Precis which follows made me thought about the Thor movie (which is obviously speaking of Jotunheim too ^^). The expeting sequence of play presents events and states ease factors for much things. NPC are this time not fully described but referred to canon books, with emphasis on their personality traits, which is not bad at all.
The "villain" is interesting. We can see the author found an interesting way to present a challenge for hermetic magi.
The fact that this is an adventure mixing multiple intervenants and possible alliances/enmities is for our greater pleasure.
(This review seems pretty long, isn't it? but the issue 7 is long, for our maximum pleasure .)
Next article, the city of Bruges, by Sheila Thomas. Since I live in Belgium and I did visit that city many times, and that no saga I'm SG'ing involve that part of Mythic Europe, I skimmed through the article but it seemed pretty interesting, with even photographies. Good point for those who haven't like me the Church book, it seems the article does use it to develop ideas and apply those mechanics. Good point, good job.
Aaah finally, the part for which I wanted to buy this issue, and the reason why I finally bought the full subrosa material... More mythic mongols by Yair Rezek. Yay!
The author chose the "infernal" Mongols. It's not the one I would have favored if I had known of the previous ideas about Mongols, but since the saga I ran online, which is about Mongols, is mostly based the mundane mongols, I could use it without too much troubles.
Very few "houseruling" is done, and most of it are coherent with the background given to Mongols.
Like in ROPtI, there are examples of Maleficia. Since the author is well aware that the maleficia are "spontaneous magic" (he mentions it), it was a good idea, since that gives common "mongolian" magic without being redundant with actual maleficia. SG's wanting to improve those can devise their own maleficia.
The matriarchs are given a method of complex creation, which seems fair. (I'm a little interrogative about the (declared by author) lack of books for high levels in methods and powers abilities. Why wouldn't they have such if they are an old tradition? why aren't the old matriarches perfect teachers for the new ones?)
[size=50]Side note, the author finds an average solution for warping and forsaken duration maleficia's (mostly from infernal blessing virtues) which is not bad: 3 points per year, not taking the real number of blessings/maleficia.[/size]
As opponents, matriarchs are powerful if together. Alone, they are easy target. The main issue for a SG will be to create situations where hermetic magic do not always face one or the other situation.
This article is interesting since it focus about a covenant of PC being the center of the opposition against Mongol hoard (and the game I have is something like that, so it was a good thing I bought this issue!). Ideas, advices are given. I even spotted ideas I had for my own game, so that it will even be easier to integrate that I thought!
I really enjoyed all the ideas. This article is 15 pages long, and I highly recommend it to any player with interest in a Novgorod saga focused on Mongols. It doesn't provide historical facts about Mongols - you should rather use Wikipedia or other sourcebooks - but it gives neat ideas for the magical tradition from the Mongolians themselves.
Since Mongolian armies are full of other people... you are not limited, thus it's a great asset to any saga!
Finally, to end this review, the last article: The Little Black Book: Playing EditionPlaying Ars Magica First Edition. Since I began playing with the 5th edition, I do know very few of other editions, especially 1st, 2d and 3d. I have only skimmed through that article since I ran out of time and wasn't so interested in nostalgia for old editions. But from what I saw while skimming, it seemed pretty accurate with comparative between editions, and nice little comments about the oddness or particularities of 1st edition from the author. At page 68 is introduced the scenario that troupe used for their game in 1st edition. For those who would be interested to try the experience, an annex to subrosa magazine give you sheets of 1st edition (which can be found on this forum as well I think, but it's nice to have them gathered with the fanzine).
The last page presents us what will come next. And personaly, when I read "The Storyguide’s Handbook: Preparing for Trouble" and the super interesting "The Art of Magic"... i'm waiting impatiently.
So, to close this review, I'd say this.
This was the first fanzine I bought for my prefered roleplaying game, and I started with the 7th issue for their Mythic Mongol article. I immediatly devoured the fanzine: the article and excel worksheet for the Theban tribunal will be of immediate use, the article about possession gives insight and ideas to use in any kind of saga. The Mongol material was excellent and I'm impatient to use it. The adventure seemed really short but adaptible and is a nice introduction to one of the most interesting adventures of Tales of Mythic Europe, perhaps introducing a campaign about the Devil, the Church and the Mundanes... which would let the player use the material about Bruges as well!
Finally, for those who are interested by comparison between editions, there is the shock of generations: 1st edition vs 5th edition, and a full detailed adventure.
For only $ 4,50 US, it was totally worth his price and I recommend it highly to any player.