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Title: Mokole: Changing Breed Book 6 (Werewolf: The Apocalypse)
ISBN: 1565043065
Author:
James Comer
Steve Prescott
Jeff Rebner
Ron Spencer
Publicate Date: 1999-09-30 Publish: 1999-09-30
List Price: $19.95
Average Customer Rating: 5.0
Format: Paperback
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Amazon Lowest New Price: $21.80
Amazon Lowest Used Price: $15.95
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| Customer Review: |
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1: the Memory of Gaia
Mokole is a wonderful book detailing the werecrocodiles and weredragons of the World of Darkness. The writing is superb, truly bringing to life the Mokole, and portraying what it is like to posess a racial memory back to the time of the dinosaurs. The feel of incredible antiquity, the weight of ages of Memory and wisdom, keenly permeates this Breedbook. This book does not merely describe the Mokole and their culture, it builds a vivid atmosphere, describing these ancient relics of a distant golden age, and does an excellent job of immersing the reader in their very unique worldview.
The book focuses most on the Australian Aboriginal culture of the Gumagan tribe, although it also describes the other tribes and their cultures. I hardly know anything about Aboriginal culture, but it looks like the authors of Mokole did a good job of respectfully including it in the book without the dreadfulness of Rage Across Australia, and I am glad to see Australia covered in another W:tA book.
The Mokole are an amazing race, and I am eager to play them someday. Their war-form, the Archid, is a dinosaur or dragon, and it is customizable and completely different for each character. The Mokole have all unique totems, rites, gifts, and fetishes, including ghostly totems from extinct species. Although they posess immense physical power - they are weredragons! - they are truly focused on peaceful functions. The are very different in feel and function from the Garou, and should provide many new opportunites for players and STs. Although the Mokole are usually antagonistic toward werewolves, they can work with Garou in the Hengeyokai and the Ahadi, and the book's metaplot provides possibilities for inter-Breed interaction outside of these coalitions.
Every Breedbook includes the Breed's version of the history of the world and their part in it, but the Mokole's story of history spans 200 million years! The Mokole can remember a previous Apocalypse that wiped out the dinosaurs and an earlier intelligent race, the Lizard Kings, and they know of even earlier Apocalypses that came before that one. They believe that Gaia will survive the current crisis. Mokole revolutionizes the history of the World of Darkness. Even among Changing-Breeds, they take an extremely long view, and their insights and stories are interesting to say the least! The Mokole recall the Wars of Rage like they were yesterday, and their tales describe three entire Changing-Breeds that are now exinct. There are even basic rules for constructing games set in the Mesozoic, mostly intended for stories contained in a modern character's Memory.
Finally, although the Mokole are weredinosaurs and speak frankly about evolution and geological Eras, the entire feel of the book is still as fully mystical as the rest of Werewolf, without drifting into genetics or other Weaverish explanations.
The one major problem is the end of the fictional story. The resolution of the story's conflict makes no sense and is silly. Except for that, this is a totally awesome book!
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2: Gaia's Memory
This book is everything you need to play the Mokole, were-reptiles who remember (and embody) Gaia's past, the days of the Dragon Kings (dinosaurs). As naturally, the book opens with a comic adventure telling of the Garou Peter Ward's quest to Australia to meet with the Mokole themselves and learn of his heritage. The book then gives the typical introduction, lexicon of terms and an explanation of what it is to embody the dragons, dinosaurs and sea serpents of the past through your Rage. From there it goes on to a great history, telling of the Mokole's creation and the reptilian civilizations of prehistoric times. The Mokole can even remember previous Apocalypses (like the one that destroyed the dinosaurs) and fully expect to live through this one. Details on the Wars of Rage and the War of Shame are given, along with lost Fera (were-bulls, boars and bats) known only to the Mokole. In addition, brief mention is made of human times, like ancient Egypt, the Slave Trade and so forth ("western" history doesn't really matter, since most Mokole come from the tropics).The next chapter covers the four Streams (tribes) of the Mokole: the Gumagan of Australia who share ties to the Dreamtime, the Makara priest-kings of India and neighboring lands, the primordial Mokole-Mbembe of Africa, the American Southeast and the Amazon and the scholarly Zhong Lung of East Asia's Hengeyokai. Specifics are given for each (like how the Gumagan have strong ties to the Umbra, differences in Mnesis and how the Zhong Long and Makara follow different auspices). Views on other Fera, vampires and even stranger factions (like mummies, voodooists, tribal shaman and Egyptian magi) are given, along with details on names and Duties (the Mokole Litany). The next chapter gives the crunchy bits, covering the Mokole solar auspices, new Traits, forms (not all are crocodiles or alligators; gila monsters, Komodo dragons and gharials are also represented) and Crinos traits (their Crinos form consists of various traits borrowed from other reptiles, like horns, armor, wings, frills, venom and so forth). Details on Totems are also given, along with new Totems, Fetishes and Merits/Flaws. All of these fit right in, from the reptile Totems to Fetishes drawn from Aboriginal culture. The next chapter covers Gifts for the Mokole, including general Gifts, solar/seasonal auspice Gifts and Stream Gifts, many of which are quite interesting. A number of useful (and uniquely Mokole) Rites are also presented. In the following chapter, we are given a look at useful information on Mokole breeding, Mnesis (their racial memory), the "Innocents" (ghosts of dead metis), camps and relationships with the Nagah (were-snakes). We also get the standard templates, like the Native Rights guerilla and the rainforest ethnobotanist, and NPCs, including Uncle Monday (a centuries old Florida Conjure Doctor), Sister Rae (who has True Faith in the sun), Morwangu (who was involved in the story in the book) and Braney (a Wyrm corrupted children's show host). The book closes out nicely with details on RL crocodilians, monitors and gila monsters, the hatred for vampires (particularly Setites), Mnesis spirits, the Dragon Kings, prehistoric birds and marsupials that once served as Mokole kin, and stories set in the final days or the War of Rage. The end also includes the typical template for creating and running Mokole characters. This can be used just as easily for western Mokole as it can for the eastern Makara/Zhong Lung (who follow slightly different creation rules). Needless to say, this book blew me away. The Mokole are probably my favorite Fera, and this book is invaluable for playing them. I also appreciated the strong focus on Australian Aboriginal culture which permeates much of this book. All in all, I think this book is quite useful for any Mokole Chronicles (and quite a head ache for those who want to try and figure out the World of Darkness's "cosmology").
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3: What Mokole Is
Mokole is a book for an addition to werewolf the apocalypse. You must have the "werewolf: the apocalypse" book in order to use this one to it's fullest ability. Mokole is a book about and how to play a were-alligator, were-crocodile, were-moniter lizards, were-gila monsters, were-caiman, and most importantly... they are all were-dragons! The mokole gives you mnesis, an ability to remember back to the time of the dinosaur kings. If you want to look like a big lizard, godzilla, dinosaur, sea serpent, fire breathing dragon, or oriental dragon.. then this is a book for you. The werewolves are the warriors of gaia, the mokole are her memory.
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4: Makole by James Ray Comer, et al
Out of all the kin books for the Wherewolf The Apocalypse game i like this one the most. It gave the much needed variety in the game and allowed for a great game. Allowing characters with these new and interesting powers is great fun, and by adding new sources and titles to your WW library you can laugh and have more fun with your friends that you play with. I suggest this book to everyone and hope you take my word on it. great great fun.
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5: I love it!
This is a great book. It helps to portray the true peril that the changing breeds are in and it also shows what those who truly desire to restore the balance, not just destroy the wyrm (dissolver) are capable of. This book has enthralled me since I bought it and now I really want to get an all Mokole game off the ground (too bad that my compadres insist on involving Bastet, Changeling, and Vamps :P). If you're considering buying it to this point, DO!
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