Magitech High Fantasy
The setting is well outlined but rarely gets beyond 'broad strokes'. Many original and evocative ideas are to be found, few are developed very far.
Races include fully sapient baby-dragons (Drakin), plant-based Elves, steampunk Dwarfs, sky-viking Orcs, mutant Goblins (Glowborn), and anthrophomorphic animals enslaved by the Elves (Wildlings)
The setting itself is a shattered world of sky sialnds floating between an icy glacier and a raging inferno. Sky ships navigate this oddly glowing world in search of salvage, and commerce. Sadly many of the physical laws of the world are based on game balance rather than cinematic appeal or intuition (sky ships cannot approach sky islands from the top or bottom, only from the edges for example)
The religion is fairly detailed and involved avatars still walking amongst mortals in the world. But it reads like a bad soap opera or over the top anime. The gods come across more as reckless and childish superhumans than divine personifications.
Half of the book is dedicated to a plot point campaign. This is the story the setting was designed to tell. Sadly it is both a hard railroad and poorly written. Few options are presented besides 'run screaming into combat' and there's not enough detail to support any other play style. The plot itself makes little sense, follows no logical train, build no momentum. It's just a long series of combat encounters with the vaguest excuse as to why a fight is needed. Indeed sometimes I have no idea why the author believes a scenario would ever lead to combat. He just types 'when the fight begins...' leaving me asking 'what fight? why?'
There is not much art in the book. What is there is full color but of variable quality. the PDF is bookmarked.
The setting itself likely deserves a 3/5. Good ideas, just not enough detail. Even the hokey 'religion' can't drag it down too far. The plot point campaign is 1/5. At times it makes no sense and cannot be followed even after several re-readings.
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