Beware! This review contains major spoilers.
This is not a playtest review.
Price: $14.95
Page Count: 64
Price Per Page: About 23 cents per page, fairly average.
External Artwork: A good piece of colour artwork depicting a mage in the process of casting a spell.
Additional Page Use: The back page contains a good piece of art depicting the ritual burning of some bodies, and an overview of the contents of the sourcebook. The inside covers are both blank. The first page contains credits and contents, the last two pages the OGL and an advert.
Internal Art: The black and white internal art is generally poor to average, with a few good pieces.
Maps: Maps are clear and well-depicted but have differing scales, with squares representing 10 feet on some maps and 20 feet on another.
Text Layout: Font and margins are both average, and there is little white space.
Style: The writing style is clear and concise, yet evocative.
Whats Inside:
A brief introduction to the sourcebook includes reference to a free web enhancement.
The sourcebook details six arcane organisations:
The Abbey Of Green Steel (12 pages): A cult of subtly evil monks who try to ascend to demonhood. The section deals with the hierarchy, activities, objectives and teachings of the order. It also includes a lengthy sidebar on 'Outsider Weapons' - evil intelligent weapons which have demons bound into them - with rules for creation and some examples. There is also a sidebar giving description and stats for the Green Steel Monk Prestige Class and a new feat, Unarmed Sunder, is introduced. The major NPCs of the order are described and statted out, there is a short description and map of the main HQ of the order. The section ends with ideas for integrating the order into your campaign, some sample scenario ideas, and a couple of ideas on making the order a touch less evil.
The Dragon Gang (10 pages): A criminal gang led by a dragon and made up of members who are mostly half-dragons or have dragon blood running through their veins. This section deals with the background of the gang, working for the dragon gang, and rackets (drugs, gambling, dodgy magic, assassination, and corruption). A new feat (Draconic Bloodline) is introduced, and there are substantial sidebars on drugs (including 7 new drugs with poison-like stats) and 'Magic and the Law'. A new spell (Locate Owner) is introduced, several major NPCs are detailed, and a new race (Drakeling) is introduced that has draconic features in its genetic makeup. The section ends with ideas for campaign integration, some sample scenario ideas, and tips for twisting some of the basic ideas portrayed in the main text.
Servants Of Decay (9 pages): A mad cult that seeks the destruction of civilisation and the return of raw, destructive nature. The section deals with the background of the cult and their relationship with another dimension (the Preternatural World) which allows fast travel in much the same way as Shadow does, but also leads to temporary insanity whilst in the dimension. It then discusses the war against civilisation, alignment issues, the power of civilisation to resist the arcane abilities of the Servants of Decay, and the means by which the cult wages war (conversion of others, and building portals to the preternatural world in cities). A couple of personalities are detailed, and the section ends with campaign integration advice (particularly in regard to the Preternatural World dimension), some sample scenario ideas and an alternative idea which negates the need for including the Preternatural World dimension. There are also sidebars covering the Servant Of Decay Prestige Class, and the Preternatural template (energy resistance, DR, SR, incorporeal, natural invisibility, and outsider type to be added to any corporeal creature).
Temple Of The Living God (9 pages): A small priesthood attempts to resurrect the worship of a nearly forgotten god, who has fused himself into the High Priest. The section details the history and hierarchy of the temple, as well as the plot of one of the priests to offer a construct as the new housing for the god as the High Priest nears death. Three NPCs are detailed, there are ideas for campaign integration, sample scenario ideas, and a couple of alternative ideas to put a twist to the information provided. There are sidebars on fusing gods into mortals to create divine avatars (and a Divine Avatar template), a new feat Secret of Spellcraft (which gives bonuses to researching original spells), and Viraxis, god of secrets and hidden lore (plus the domain of Secrets).
Tribunal Of Arcane Law (10 pages): An organisation that seeks to stop any magical action that would create a wide-scale catastrophe, and therefore bring the name of magic into disrepute. Kind of like the FBI of Magic Police. The section deals with the history and activities of the organisation, working for the tribunal and the type of crimes they investigate. Some NPCs are detailed (including one NPCs theory of magic) and the headquarters of the tribunal are described and mapped. The section ends with campaign integration advice, sample scenario ideas, and alternative twists as per theother sections.
Sidebars are given on two new magic items (antimagic ring, amulet of speech), the Wizard Slayer Prestige Class, and a new spell (Mists of Undeath - moving mist turns victims into zombies).
The School Beyond The Veil (10 pages): This is on the surface a group of schools teaching battle magic to elite warriors but is actually a front for a necromantic sect (the Moon Wraiths) seeking world domination. The section deals with the history and hierarchy of the cult, its activities (infiltrating government and raising private humanoid armies), objectives (including ascendance to undead state), and teachings (three fighting styles - defensive, precognitive, and negative energy use). NPCs, a typical school, campaign integration advice, sample scenario ideas, and alternative twists are detailed. Sidebars include three new combat feats (Improved Subdual Damage, Minor Combat Magic, and Opportunity Knocks (allows AoO against feat, skill, or ability that would normally prevent an AoO - e.g. Spring Attack)), the Moon Wraith Adept Prestige Class, and Moon Wraith template (a humanoid who has ascended to undeath).
High Points: In a similar way to Atlas Games' Touched By The Gods, Arcana: Societies Of Magic provides some original and interesting cults and organisations to introduce into your campaign. The campaign integration ideas and alternative twists are very useful sections for each organisation. The NPCs are rounded characters with interesting roleplaying hooks for the most part. The information is presented attractively and the style is suited to the subject matter.
Low Points: As should be expected in a tome of this type, not all the organisations are likely to fit into your campaign, or will be of interest to you. In my personal opinion, the Servants of Decay, Dragon Gang and Temple of the Living God are weaker than the other three, but this opinion rests mainly on my interests and their ease of integration into my own campaign world. Some of the details in different sections can be a bit sketchy at times (for example, the Drakeling race seems to require some further expansion to be fully rounded).
Conclusion: Very similar in tone and style to Atlas Games' Touched By The Gods. If you liked that, you'll probably like this. My guess is that only some or one of the organisations in this sourcebook are likely to be useful to any one individual and some (such as the Tribunal of Arcane Law) have wider potential use for the GM than others, but all the organisations are interesting and have plenty of advice for those GMs who do want to integrate one or more into their own campaigns.