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In 1095, Pope Urban II called on the kings and knights of Europe to liberate the Holy Land in a great crusade. As one they lifted their voices to Heaven, crying deus vult - God wills it! This cry was taken up by thousands of knights and peasants, martyrs and madmen, as a great tide of righteous fury flooded across the world. This cry was heard in the shadows, too. Since the days of the apostles, a secret order of warrior monks guarded the church and protected Christendom from all enemies, both natural and supernatural. Trained from birth and equipped with lost secrets of ancient civilisations, this secret order also hears the call to crusade. Deus vult - God will it, and they are the instruments of His divine Will. It is the closing years of the twelfth century. Saladin has reconquered the Kingdom of Jerusalem, and the holy city is once more in the hands of the Saracen. Heresies and sorcery rot Europe from within, while the nobles quarrel and bicker. Even the church is falling prey to this corruption. The world must be saved, through any means necessary. No enemy, no sorcery, no doubt and no fear will prevent the monks of the Order from carrying out the Will of God. Deus Vult!… (més)
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I desperately wanted to like this game, as the overarching story attracted my interest from the outset. The whole business of a secretive religious order intent on protecting the world from it's own ignorance and sin appealed to me. It's the sort of nonsense from which Dan Brown has made a very healthy living. While the Order maintain their age old pact to save the world with the tacit approval of the Church, they do so with questionable practices that if made public would set them up as an enemy alongside the very enemies the Order so fervently pursue. The motivations and clashes of interest, both individual and organisational, seem to offer up great potential for a developing campaign.

While written with rules for RuneQuest II, the material provides all the essentials to run the setting with whatever system you choose. You can salvage as much of the setting as you choose to keep, casting aside the elements that don't appeal. Admittedly, that considerably devalues the book as a package if you pay for the whole and walk away using only a fraction... but I see potential here. Mongoose obviously see potential here, too, as they have chosen to convert the existing material to the Legends system and published new adventures to support the line.

Worth a look if you can pick up a bargain priced copy, or consider the new Legend-driven PDFs.

(Part of a review originally posted at RPGGeek.com) ( )
  PaulBaldowski | Jan 24, 2015 |
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In 1095, Pope Urban II called on the kings and knights of Europe to liberate the Holy Land in a great crusade. As one they lifted their voices to Heaven, crying deus vult - God wills it! This cry was taken up by thousands of knights and peasants, martyrs and madmen, as a great tide of righteous fury flooded across the world. This cry was heard in the shadows, too. Since the days of the apostles, a secret order of warrior monks guarded the church and protected Christendom from all enemies, both natural and supernatural. Trained from birth and equipped with lost secrets of ancient civilisations, this secret order also hears the call to crusade. Deus vult - God will it, and they are the instruments of His divine Will. It is the closing years of the twelfth century. Saladin has reconquered the Kingdom of Jerusalem, and the holy city is once more in the hands of the Saracen. Heresies and sorcery rot Europe from within, while the nobles quarrel and bicker. Even the church is falling prey to this corruption. The world must be saved, through any means necessary. No enemy, no sorcery, no doubt and no fear will prevent the monks of the Order from carrying out the Will of God. Deus Vult!

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