I had bought this hoping the authors had worked out how magic could be embedded into medieval society without it feeling like modern technology (i hav that problem with steam punk) and causing modern society.
(downtrodden serfs, hapless villagers, starving townsfolk)
Instead the magic users are a guild, like tanners, alchemists. Sort of squeezed between the cracks of history, without making any changes.
This is good if you want low-magic games that look and feel just like historical reality - play Harn Master? - though i find that too gritty.
I had wanted it to be more like a fourth estate, with its own power base, but not too powerful, held in check by the nobility's armies and the church's faith-based powers.
But not everyone with a sword works for a lord, and i would expect rogue mages just like there are witches and mercenaries.
So i would also expect magic-strong areas to have better food in the country, fewer famines (ourside cities and large towns), better roads and tracks, some medicines etc.
And there may be a rub - out in the wilderness there are no such luxuries, you need to do it all yourself!
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