- Characters (Clerics): Clerics explained here, use the existing (Sword & Wizardry) rules, with additions. This hearkens back to by question in part one. I like the idea of Clerics being 'governed' by their deity. Though powerful, Clerics can be reigned in by the GM if needed. Can't wait to see if there is a mechanic for this other than stripping their powers.
- Characters (Clerics): Perhaps a bullet for all magically inclined characters, it is interesting to note the inherent magic resistance within these classes. Makes magical duels less prone to happen, and if they do, could turn out to be long drawn out slug-fests. More reading may clarify this for me.
- Characters (Clerics): Once again, the 'animosity' between two sets of characters is mentioned (see part one of this review - Characters (Fighting Men), but a viable reason to work together is broached. One or the other, may see the other as 'evil', but all collectively disdain demons. I have a soft spot for non-Law-Chaos alignment system. Alignment, and the acts performed by different Alignment members, are purely speculative depending upon which side of the line you find yourself standing, IMHO. *golfer clap*
- Characters (Clerics): Clerics indeed appear quite powerful, and again, I don't mind. I think that the author (Rob Conley) has provided enough interesting, unigue, and individual classes to this point in the book to make even the most die-hard munchkin chose a character class based on roleplaying potential, over mechanical ability / advantage. (run on sentence, but crap, I want to play a Cleric! Which is quite the divergance for me. Edge weapons FTW!)
- Characters (Rogues): Not one, but many types. It appears that there are some form of Thieving abilities present within The Majestic Wilderlands, but past a mechanical bonus, have not been explained how they work (up to page 35). Not sure why Rob chose to use non-traditional Rogue Abilities though. Legerdemain anyone? Locution? The final variant, Merchant Adventurer, seems forced somehow into the Rogue class IMHO. Merchant Adventurer is an interesting take however on the conical role.
- Non-Adventurers: Ranging from skilled Craftsman to Scholars, this section provides for quite a variety of, well, non-adventures. Suitable to fill your cities and towns. Pretty straight forward, but I am still anticipating how skills or abilities will work withing the setting / rules. But perhaps I will hit that mark in.... Part Three!