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But it suceeds. Hugely.
The books is dedicated to fleshing out the Terrestrial Exalted, or 'Dragon-Blooded'. They're the weakest but most numerous Exalted, and currently control Creation from the Blessed Isle at it's centre.
A sizable portion of the book is given over to explaining how the Realm's society works. It comes across as a credible system of government in a world where the ruling classes are individually far more powerful than the plebians. You can believe that this system of government could actually exist, which lends quite a bit of credibility to the setting. It also explains how things are breaking down now that the immortal ruler of the Realm has vanished and the families she established are battling for position. Also mentioned here is what it's like for a Terrestrial Exalted to actually grow up, undergo education and make their way in the hostile world without and the twisting mazes of obligations and politics within. Also detailed are the Immaculate monks and their belief system and abilities. (Yes, as in martial arts movies, the bald-headed monks are the most terrifying fighters.)
Though this makes up about half the book, it doesn't seem a page too long. You can tell the authors have thought about how these superhumans would interact with each other, mortals and the outside world. As a result, the setting of the Realm and it's inhabitants has a consistency and credibility that a lot of other fantasy settings lack.
Then we move on to the game material. Pleasingly, the powers of the Terrestrials have not been beefed up so much as varied--the average Solar, Lunar or Abyssal will chew up a Terrestrial of equivalent experience and spit them out. They are, however, geared towards working as a team as opposed to Solar characters who can be built up into one-man armies. There are Charms that allow a group to enter a 'hive-mind' where they can draw on each other's knowledge of a battle, enhance the courage of their followers or allow a group of allies to all attack one enemy with no penalty. The Immaculate martial arts are also detailed, adding five new Styles to them. Finally, you get to use the quote "Your Snake style fighting is strong, but my Water Dragon style will defeat you!" Or maybe I've just watched too many kung fu movies....anyway, though the Martial Arts powers are deadly (The higher-level Charms let you rip people's souls from their bodies, burst into flame or transform into living stone) they carry an increased cost and can be accessed by other Exalted.
New character creation rules are introduced. To go briefly over them, Terrestrials don't have Allies or Contacts, they have Connections and replace Followers with Legions (up to 1000 soliders). Also, they have extra skill points (but have required minimum ratings for some skills) easier access to Artifacts and Hearthstones. They also have a Background called Breeding that allows them to alleviate their small Essence pool problem. While this doesn't make them overpowering (they're supposed to be the weakest Exalted type, remember), it does give them flavour and edges.
The book is rounded off by a section detailing possible uses for the source material. Campaigns with the PC's all being young Terrestrials at boarding school or with them being several generations of the same family over several centuries. There's also a thoughtful segment on how to present the Realm's less savoury practices in a game, and whether to impose 20'th century sensibilities on a fantasy culture or whether to accept 'that's the way things are here'.
Problems? Maybe that the book tries a bit too hard not to reprint information from the core book or supplements, sometimes leaving out quite important information like the names of the Elemental Dragons, the beings the Terrestrials worship. Also, there's little information on the Exalted-hunting organisation the Wyld Hunt, which is annoying, given that that's probably one of the main ways Terrestrial and Solar PC's will come into contact.
But that's a minor niggle. Whether you want to send a group into the Realm, run a lower-powered Exalted game (Spiderman level, rather than the Superman level of the Solars) or just want some detailed NPC's, this book will satisfy.
Given what a good job they've done here, I await with bated breath for the Lunar Exalted sourcebook.
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One answer is to be found in "Hokusai and Hiroshige: Great Japanese Prints from the James A. Michener Collection, Honolulu Academy of Arts." Issued by the Asian Art Museum of San Francisco in conjunction with an exhibition, "Hokusai and Hiroshige" is typical of a new wave of "ukiyoe" books that combine excellent design (of layout and typography) with clear and interesting text. Every page displaying a print has a near equal amount of space devoted to text, and the book benefits as well from introductory essays by three established experts. The text in particular appeals to me, providing not only insights about the compositional nature of each print but also detail on the locales depicted by these two great landscape artists and appropriate historical information. There is room for improvement in "Hokusai and Hiroshige"--I would have preferred more standard romanizations for some Japanese words and the inclusion of an index covering well more than just print titles--but overall this is an excellent and valuable volume.
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Specific: In "Major Operation", several staff members start making small and inexplicable errors, sometimes with grave consequences. Eventually, the problem is traced to the presence of a shape-shifting, mindless, alien tool, that takes whatever form its user wants, but without necessarily functioning correctly. Once its nature is understood, it becomes extremely valuable. But, where did it come from? That leads everyone back to a recently-discovered planet, nicknamed "Meatball" because of its appearance, that is occupied by a race of creatures that must be in constant motion to avoid suffocation ("rollers"). Much of Meatball is covered by a thick, mobile, vegetable rug, upon which the Rollers feed. Senior Physician Conway discovers that one of these "rugs" is alive and is the creator of the shape-shifting tool, but is dying of cancer caused by the Rollers' misuse of nuclear weaponry (yes, that's an anti-nuclear message). The rug also has no means of communicating. Or, does it? How do you treat a continent-sized intelligent lawn that interprets your treatment as more attacks? How do you treat a patient that size even if you can get it to understand your intentions? These are the questions that Conway must answer.
Technical: James Whites writes with great pace, simple dialogue, good character development, and frequent light humor, while tackling fairly complex plots and issues. While "Major Operation" is not the best in the series (I would give that honorific to "The Genocidal Healer"), it is an amusing story that is actually the first novella of the Sector General series that was not initially serialized short stories. The ending also seems a bit rapid, although it remains logical and true.
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"Invader" - Senior Physician Mannon (a.k.a. Mannen, depending on which edition of which volume you have), Conway's old mentor, has had at least 5 distinct accidents during surgery, when some weird incident has nearly resulted in serious damage to a patient. O'Mara has assigned Conway to find out what's going on - not to look for psych problems O'Mara is assured don't exist, but for any outside agency affecting Mannon's performance. Mannon himself thinks they're wasting their time. (If "Trouble with Emily" from _Hospital Station_ left you wondering how a pet dog would cope with a Diagnostician as a master, wonder no more, by the way.) O'Mara nearly has hysterics at the results of Conway's questioning of the junior staff - they almost think the place is haunted afterwards - which turns up an unusual number of weird and silly mistakes. :)
"Vertigo" - Introducing one of the intelligent species of Drambo, originally a gift from White's friend Bob Shaw. The Monitor Corps has rescued a very sick alien from Drambo's first attempt at launching a spacecraft.
"Blood Brother" - Conway, now assigned to help the survey team establishing contact with Drambo, participates in the first encounter with the Drambon equivalent of a medic. Let's face it, White has a sick sense of humor. :)
"Meatball" - That's what the survey people named Drambo, before discovering that it held intelligent life. This picks up where "Blood Brother" left off, as the staff at Sector General itself attempts to communicate with the healer encountered in the previous story.
"Major Operation" - The operation in question is the massive one planned in the preceding stories: coping with the treatment of the members of Drambo's second intelligent species, who may not be numerous but may still entail *very* large logistical and diplomatic problems.
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The novel begins after his rescue, in the office of a military psychologist assigned to treat the uncommunicative Lt. James Lockwood, sole survivor of the Royal Navy's secret mission to the forbidding continent. The doctor, directed to break through Lockwood's suspect amnesia and uncover the results of his top-secret mission, sympathizes with his patient's obvious trauma and recommends he be left alone.
Later, the case haunts him. "I am afraid that if Lockwood keeps his secrets (whatever they are) perpetually bottled up, they will become an incubus, like a dead albatross tied for the rest of his life round his neck."
The novel then drops back to the beginning of the mission, ostensibly a military weather station, but also an urgent, secret hunt to find uranium for Britain's nuclear bomb project. Meanwhile, a German U-boat, forced south by an Allied ship, discovers the station and destroys it, killing everyone but the commander, John Ede, who is badly wounded, and two men out fetching rock samples, Lockwood and Petty-Officer Ramsden.
Returning to the devastation, Lockwood and Ramsden realize their only hope is to reach the Antarctic Peninsula before it's iced in - 200 miles in two or three weeks. Carrying their helpless commander and the uranium rock samples will render their task even more hopeless. But Lockwood cannot abandon Ede and Ede will not abandon the uranium, so the two able-bodied men take turns dragging the heavy sledge.
Weather favors them, giving rise to hope. Each day Ede grows weaker but remains alive. Ramsden, more practical than Lockwood but accustomed to following orders, would abandon Ede to save themselves and their mission but Lockwood will not. Their streak of luck falters, fails, and the continent batters them.
Marshall slowly strips Lockwood of the accoutrements of civilization - bodily comfort, companionship, food, light. Isolated in the frozen dark, on a continent abandoned by all forms of life, Lockwood falls back on the primal instinct to survive. His mind becomes his only solace and his greatest peril.
The vast, majestic, terrifying beauty of Antarctica comes alive in this penetrating and sympathetic portrayal of a man thrown upon his deepest resources. Instinct and spiritual epiphany meet and mesh in a manner impossible in civilized society, a contradiction Lockwood must reconcile upon his return. But can he? And if he could, would anyone understand?
Marshall's plain, simple style, and attention to detail, reflective of Lockwood's mind, makes a perfect foil for the immensity of the landscape and the man's ordeal. Powerful, suspenseful and moving, "White-Out" succeeds on many levels.
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Humes' chatty narrative style, marred only by a few regrettable typos, painlessly shares some remarkable insights into high politics and diplomacy, with such highlights as; Nixon's candidate for "Deep Throat", and the real reason Ford pardoned Nixon.
Not incidentally, Humes is today a professional speaker whose tips on public speaking would be well worth the price of admission here to anyone who speaks publicly.
Very entertaining.
(The numerical rating above is a default setting within Amazon's format. This reviewer does not employ numerical ratings.)
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The main surprise of Lord Erroll's murder, shot in the head while sitting in his car was that anyone cared enough, was passionate enough to carry out the dastardly deed. Lord Erroll was involved with the former Diana Caldwell, Lady Broughton. They had not been discreet, and it was an activity he had been perfecting for years. You could safely say adultery was the rule, rather than an aberration. Lord Broughton was arrested, tried and found not guilty. The evidence was flimsy, Lord Broughton was a calm and credible witness, and there it ended. The question was if Broughton wasn't the murderer, who was? The first half of the book acquaints us with the players and the crime. The second half is the sleuthing that the author and the late Cyril Connelly did to solve the crime thirty years after the fact.
The book is interesting and moves at a good pace. I had to smile at the author's obvious enchantment with Lady Diana. He finally met her when she was in her late sixties, and her charm was as potent as ever. The story has "movie" written all over it, and a highly successful film was made in the early '80s. My problem with the book is I never could mind much about either the suspects or the victim. They were all equally unlikable, so solving the crime was not compelling. Mr. Fox has done a good job of marshalling the facts and digging out the clues. He has me convinced his conclusion is the right one. If I only cared, I would be more enthused.
-sweetmolly-Amazon Reviewer
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The castes are interesting, and the way in which the favored skills are broken up between them is much more satisfying than it was with the Solar Exalted.
As a matter of fact, the only reason this gets four stars instead of five is that I really really wish it could be used without the original Exalted book. The Dragon-Blooded are generally more dynamic, interesting, and well-rounded than the Solars are, and it's a shame that you have to spend close to $60 in order to play them.
Still, this is definitely worth your money if you're into medieval/martial arts action/adventure roleplaying or you are already a fan of exalted in general.