"The book offers over 100 new Rune and battle magic spells, and skills, always giving relevant information to the gamer intent on well-progressing characters. The wealth of new material is applicable conceptually to any role-playing game or campaign, and referees will enjoy the many new lines of thought and the dozens of examples of tribal behavior which can corroborate any campaign. The excerpts from the Travels of Biturian Varosh can springboard more than a dozen situations or scenarios.
Fifteen cults are detailed. A special chapter offers guidelines for designing additional religions. There are many appendices, including a day-by-day sun-time calendar.
Descriptions combine sociology, religion, poetry, and magic to construct the critically important balance between realism and playability necessary for a full, flavorful campaign. The data within offers player-characters unique opportunities to advance themselves without killing monsters if they so wish, and provides details of the everyday lives of non-player characters. No other work available rivals Cults of Prax either in imaginative scope or in fine detail." Published by Chaosium, also published under license by Games Workshop in the UK.
