The clock is ticking - a Mephisto review
Cadvini is an unusual world that does not rotate on its own axis. As a result, one side is transformed into a permanent inferno by the sun, while the other lies in an icy cold night. Only a narrow strip between these two extremes is suitable for living creatures to exist, which is why there are several towns and settlements here. Another notable feature of the world is the Clockwinders, an ancient organization whose job it is to maintain the so-called movement cores. The problem is that if the movement cores are damaged, they emit an energy that can be used by witches and magicians and also attracts strange beings from other worlds. Therefore, some groups are greatly interested in ensuring that the movement cores are not maintained. On the other hand, this can have disastrous consequences for the world as a whole. While the Clockwinders were an important organization for a long time in the past, they are now just a ragtag bunch who are barely up to their tasks and no longer really understand the background of their mission. Nevertheless, the Clockwinders have to face an critical and adventurous mission.
This World of Adventure for Fate starts with an unusual fantasy scenario and describes the world in short sections, as is usual for these books. The focus is on the central elements, such as the movement cores and the creatures that have entered the world as a result of their failure. As usual, this setting takes a unique approach to character creation and, in this case, uses the so-called modes, which comprise groups of skills. There are also a few additional stunts. Ideally, the setting should be played with the Fate deck, which allows players to have certain cards on their hands, allowing them to control their success better than with regular dice rolls. The idea of the adventure track, which logs success within the adventures and the resulting consequences, is also an idea that exists specifically for this game.
The bulk of the book, however, is a campaign that takes players from movement core to movement core and confronts them with challenges to repair them. They also encounter all sorts of interesting characters, such as witches, fairies, and other creatures, who have no interest in the player characters completing their work.
The Clockwinders introduces an exciting world and also provides the appropriate material for a mini-campaign. However, the story and background remain vague in some places, which is not always an advantage for the free interpretation of the game master but also gives the feeling that some details are missing. If you are looking for a somewhat strange but not wholly predefined fantasy scenario, The Clockwinders is a World of Adventure that offers a fitting background and fascinating rule mechanisms for using Fate cards.