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PestyWarlock

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  1. Farian, Chieftain of Clan Gylldene, grieves alone in his workshop, surrounded by the clanking of alchemical machinery. Reactions of great emotion were difficult to manifest in his age, yet he still held a solemn look upon the will he received. Signe, daughter of Sera, carries the sight of her mother's corpse with her. Whether through strife or in travel, the image haunts her still.
  2. Farian observes the missive from his lab of mechanisms, machines, and music. "...stealing infant children? Have they stooped as low as the levels of darkspawn?" He carefully rolls up the missive, letting out a sigh to his wall of machines. "...none of you have been made for war, I hope none of you need see war."
  3. [OOC] The national anthem for the City-State of Vansk. An original composition written and performed by members of the Vansk community. CREDITS: @PestyWarlock- Original Composition, Video Editing, Lyrics @UniBearse- Artwork @rose6614- Performer (Soprano) @cornsoda- Performer (Alto) @Aimy_lol- Lyrics, Performer (Alto, Tenor) @simpleglitchbro- Performer (Tenor) @PanicZealot- Performer (Tenor, Baritone) @Askuzai- Performer (Tenor, Baritone) @Welkitends- Additional Lyrics LYRICS: Wind, breeze blowing far and wide, sea waves crashing in the tide. Where the warmth is gone we’re lost without a ho- me. Chill rends the skin and soul, yet we persevere a- lone. We sail closer t’wards the rocky northern moor by tide and flame. Bright, burning through the, night. Embers fill the clouded skies. Keeping warm the trav’lers ‘til the seas meet quarried stone and When the tides begin to fall and the flames answer our call, we will know that we are sailing t’wards the place we now call home. Our home above the shores, where our banners rise and soar. Take a drink with us and hear the songs of Tide and Flame and home (hear the songs of Tide and Flame and) When (the) tides begin to fall (and the) flames answer our call, (we will) know that we are sailing t’wards the place we now call home. (Our) home above the shores, (where our) banners rise and soar. (Take a) drink with us and hear the songs of Tide and Flame in Vansk.
  4. Signe could use the break, going off on another hunt to supply this feast.
  5. ▬ ◈ ▬ Vannik Alchemy ▬ ◈ ▬ Born from necessity and tempered by the unforgiving cold, Vannik alchemy is not a pursuit of luxury or idle curiosity—it is the art of survival in a world that seeks to snuff out the unprepared. The Vannites, hardened whalers and seafarers of the frozen north, do not rely on magic to cheat death. Instead, they turn to alchemical ingenuity, crafting elixirs that fortify the body and preserve warmth to ensure their survival. Vannik alchemy is not a luxury, it is survival distilled. "In Vansk, steel alone don’t keep you alive. Sometimes, it’s what you swallow that does." Tallowskin Ointment [Common, T1] Mechanics: A dense, fatty moisturizer that shields the skin from the harsh, dry cold of the north. Prevents cracking, windburn, and moisture loss, making it a staple for those who spend their days exposed to the relentless chill of Vansk. Recipe: Base: Animal Fat - Water: Reduction x2 - Water: Purity x2 - Mundane: Connection x1 Within a measure of animal fat, mix wood ash lye first, then add both water symbols and swirl until two separate layers form, one aqueous and one semisolid. then add connection to emulsify. Redlines: Does not protect against magical drying effects on the skin, only natural drying effects. Does not generate any heat. Only works on flesh. Does not require ST signature. "A frozen corpse tells no tales, but a warm heart beats another day." Seabreeze Cleanser [Common, T1] Mechanics: A strong soap which can be applied on armor, clothing, skin, or other material. Washes off temporary magical and non-magical stenches, such as the permeating smell of fish, and replaces it with a gentle sea salt scent. May cause slight stinging. Recipe: Base: Animal Fat - Mundane: Purity x1 - Mundane: Clarity x1 - Mundane: Peace x2 - Mundane: Separation x2 Mix Animal Fat, Sea Salt, wood ash, and ground pumice stones in a large container. Add each symbol in any order and continue mixing until the soap hardens into the shape of the container. Redlines: Does not cleanse any permanent magical stenches, such as those granted by CAs. The slight stinging can be roleplayed as no more than mild exfoliation of the skin. Does not require ST signature. “The southern folk can’t stand the scent of a good catch.” Sea Leg Solute [Common, T2] Mechanics: A bitter and salty drink which allows the imbiber a greater sense of balance and digestion while on seafaring vessels. For 4 hours after consumption, the consumer will no longer feel imbalance by the movement of a seafaring vessel nor nausea from sea sickness. Recipe: Base: Seawater - Mundane: Balance x2 - Mundane: Rigidity x2 - Mundane: Grace x2 Bring the seawater to a boil, allowing half of the contents to remain as a thick brine. Add each symbol in the order above slowly over the course of ten minutes to the brine. Redlines: Does not treat dizziness, nausea, nor vertigo from non-seafaring sources. Does not require ST signature. "Land legs, sea legs, all the same after a good drink." Frostbite Poultice [Common, T2] Mechanics: A medicinal paste that restores blood flow to frostbitten areas without the usual pain and tissue damage caused by rapid reheating. Essential for whalers, sailors, and explorers who risk losing fingers and toes to the frozen wastes. Recipe: Base: Aqua Vitae - Fire: Heat x3 - Mundane: Vigour x2 - Mundane: Life x2 - Mundane: Endurance x2 Bring the measure of Aqua Vitae to a boil, then add the symbols in the order above to produce a thick mixture which is warm to the touch. Bring the mixture through a sieve, and collect the poultice from the mush. Redlines: Does not treat magical frostbite. Does not require ST signature. "A Vansk man don’t trust magic, but he’ll trust what keeps his hands from freezing to the harpoon." Everflame Puck [Common, T2] Mechanics: A compact, fibrous puck infused with alchemical compounds. Once ignited, the Everflame Puck resists wind, rain, and even submersion, burning steadily until it is completely consumed in one OOC hour. No amount of water or lack of oxygen will snuff its fire, it will only die when the last of the puck turns to ash. Recipe: Base: Powdered Charcoal - Fire: Burning x3 - Fire: Rage x3 - Mundane: Endurance x2 Within a round container, mash fibrous tinder material such as sticks, loose plants, and other materials with a measure of powdered charcoal to form a puck shape. Continue grinding down the materials while slowly adding the symbols in any order. Use careful hands, as too much force may cause the mixture to ignite. Redlines: The flame and heat produced by the puck are the equivalent of a mundane torch. Cannot be quenched by any magical or mundane methods, only after 1 OOC hour. Flames which spread onto non-puck material do not retain the enduring properties. Does not require ST signature. "A dying fire and a dying man look the same, flickering, fading, and gone before you can save them." Whaleskin Draught [Common, T3] Mechanics: The Whaleskin Draught provides the drinker's skin with the insulating and hydrodynamic properties of whale blubber. For the next 4 OOC hours after consuming, one's body will become resistant to hypothermia from frigid waters and find their swimming to not inhibit their combative abilities. While under these effects, the swimmer will not face any difficulties fighting or surviving under freezing waters, though their weapons must still be mundanely capable of cutting through the water's force. Recipe: Base: Whale Oil - Fire: Heat x2 - Water: Balance x2 - Mundane: Agility x3 - Mundane: Endurance x2 In a measure of chilled whale oil, slowly add two measures of Fire: Heat over a low flame. Once properly mixed, bring the container into an ice bath. slowly add Water: Balance as the mixture chills, allowing the oil to take on an iridescent purple hue. While chilled, add agility and endurance and thoroughly mix. Add sea salt to mitigate the pungent flavor, or don’t. Redlines: Only protects against hypothermia from water, no other sources. Not blizzards, winds, nor ice. Just liquid water. Does not grant the ability nor knowledge of how to swim. Does not grant the ability to breathe underwater. See Water breathing Potion. While the body may move gracefully in the water, weapons with wide arcs will still find difficulties being swung underwater. Does not require ST signature. "The Long Dark cannot hide, not even in the depths." Whale-Oiled Machine Oil [Rare, T3] Mechanics: The chill and salt of the frigid northern seas often causes great pains to the mechanisms of both constructs and mundane machines alike. This hearth-warmed oil, when poured upon any metal or stone, cleans off any gathered rust, moss, minor cracks, or other impurities. Additionally, constructs and prosthetics of metal and/or stone would be fortified through the liquid mana within, enough to sustain an additional attack upon their bodies or core for the next 4 OOC hours. Recipe: Base: Whale Oil, Liquid Mana - Earth: Curtailment x3 - Earth: Order x3 - Mundane: Grace x2 - Mundane: Swiftness x2 Bring a mixture of whale oil and mana to a boil, then add vinegar. Swirl while boiling, and ensure that face covering is worn to avoid eye strain. Add curtailment and order, continuing to mix, then allow to rest for one hour until a thick black liquid is formed. Reboil the mixture, then add grace and swiftness. Redlines: Does not repair broken metals or stone. Constructs/prosthetics built of ST-Approved materials may still experience the fortifying effects so long as this does not conflict with the material’s redlines. The fortifying effects only take place in constructs/prosthetics made primarily of metal and/or stone, not any weapons or armor. Does not refuel atronachs or other beings which subsist off mana. Requires ST signature. "Some call ‘em constructs. We call ‘em kinsmen." Credits: The Vansk Community
  6. A Gift To All Bards Students of past, present, and future, I write to you all as my research reaches its precipice, a new form of Bardmancy and soul weaving which has been dubbed: Bardmastery. While the previous of my breakthroughs have been focused upon the storing of mana evoked within a spell, the most recent of discoveries, aided by Sera Gylldene and Io Anarórë, will require a greater font of mana within one’s very soul. Those who have undertaken the journey that is Bardmancy, you have chosen to dedicate a great portion of your time, effort, and soul towards your craft. I have been given the greatest pleasure of seeing many of you rise from your fledgling awkwardness and optimism to seasoned and confident masters of your arts, through the many of the lessons I have held over nearly a century. While my demeanor may not betray such, I am truly proud of all my students, witnessing your accomplishments, learning from your creativity, experiencing cultures and arts beyond my own, watching you become teachers of your own, and witnessing the spread of creativity across these lands. However, I am but one pattern upon this mosaic. As I near the end of my life, and my soul tugs towards the halls of the All-Father, I will dedicate my remaining years to ensuring that each and every dedicated bard who comes to my lectures is given the opportunity to learn, to grow, to master. Within this missive is an open invitation to Vailu Valmiran, the Bard’s College, with a schedule of my lessons. Should you take interest in my research in furthering one’s mastery of the arts, beginning your journey as a Bardmancer, or simply wish to enjoy the company of like-minded artistic individuals, seek me or any of the teachers of Vailu Valmiran. May the arts flourish. With great pride, Farian Malto-Gylldene [!] A mana seal bearing the mark of a frosty blue ocean wave is placed at the bottom of this missive, speaking the contents aloud with Farian’s voice when touched.
  7. Farian scanned Vykk, the Founder, Volaren's response, nodding once slowly. "We shall move forward, no longer tethered by complacency." The elder's head turns towards the stack of letters he's received, nations, vassals, and citizens abound sending their support in his family's exodus. "There are those who understand our plight, who are not blinded by visions of false gods and self-aggrandizing."
  8. Farian's mechanical eye scans the missive, his face wrought with exhaustion, sorrow, yet peace after his and his family's escape. "It is as Vykk stated... our Faith has become a weapon of politics. Blinded egos clutching towards affirmation from their false All-Father, regardless of truth. It is much worse than I could have possibly imagined..." The bardic author laments further, "the High Keeper will say what she wishes, but to go along with such a farce shows how deeply rooted the corruption of her Faith lies."
  9. Gylldene’s Exodus I, Farian Malto-Gylldene, Chieftain of Clan Gylldene, hereby relinquish all land and titles from the Kingdom of Norland. I have served this nation for a century to the day, my blade and shield crossed and bashed against the enemies of Norland and her people, for the health of her people, for the survival of her people. I began as a simple civilian, joining in the protection of King Odin’s daughter as we and a small force fled the city under siege. When my arms were weak and my mind was untempered, the people of Norland had given me the courage to raise up arms. It was the roaring call, “Iron from Ice”, which once rallied the shieldwalls. When I had been trained by the Chieftain of Clan Sturmstrike, the suffering I endured was in service to the Kingdom we both served. As our people took refuge in the great walls of Ironguard, as the forces of the twisted Mori had torn Alisgrad asunder, as our nation lay in ruins and our people forced to defend the walls of Savoy, Norland still stood tall. When the people of Nyrheim were forced into the tunnels of Hel, I stood with them with my spear and shield. When we landed on these new shores, Solheim, I joined the Ashguard and swore an oath to uphold Norland’s laws, to protect the people, to protect the King. Norland has lacked a King for over an Ashen year, yet my brother-in-law Váli has shown great ambition for the throne. He has fought and bled against the Chosen of Ailmere, defended our people against countless threats, helped bring the fabled Harrower, scourge of the North, to nothing but a corpse. I have seen the courage he has shown in the face of adversity, whether it is on the battlefield or in the meeting hall. He has always fought for the people of Norland, beyond what his blood would demand. Yet, the High Keeper ignores the call of Norland’s people to have him be King. As the people of Norland grow old and tired, she remains on the Ashwood Throne, unfettered by the decades of her regency. I fear that the Norlandic glory is dead, and that the nation which I have sacrificed for no longer upholds its ideals. To all my family, friends, and students, you may find me elsewhere, but not in the walls of Norland any longer. I shall live out my remaining days in peace. [!] A mana seal bearing the mark of a frosty blue ocean wave is placed at the bottom of this open letter, speaking the contents aloud with his voice when touched.
  10. ♫ Clan Gylldene ♫ “Let the arts flourish.” ♪ History and Values ♪ Clan Gylldene is a clan born, not of blood, but of a family that found one another. Its founding members each dedicated themselves to a different artform, from craftsmanship to music, to even the art of medicine. The clan continues to carry these artistic traditions by spreading the arts through their practice and their teaching. The most integral part of Clan Gylldene is the bardic practice and the magic of Bardmancy. The clan’s first chieftain, Farian Malto-Gylldene, introduced the magic to Norland, and since then the clan has adopted the custom of learning and teaching the artform in cooperation with the Vailu Valimiran Bard’s College. It was through this cooperation that the High Keeper granted Clan Gylldene land to facilitate cultural festivities. On this land now resides the Gylldene Fairgrounds where regular festivals and events are held. As of today, the clan still thrives within Norland. With two amphitheatres, The Golden Lyre within Vjardengrad and The Gilded Goldfish within the Gylldene Fairgrounds, the clan is well equipped to continue the mission of expanding the reach of creativity. To inspire artistic expression, no matter the cultural barriers, is the greatest gift to the Gylldene clan. ♪ Clan Membership ♪ There is little clan hierarchy within Clan Gylldene since members operate relatively independently and diplomatically. There are only four levels of distinction, which are as follows: Chieftain Clan Member Family Member Initiate The Chieftain is the head of the clan and is responsible for maintaining order and representing the clan as a whole. When a decision is to be made, the clan looks to the Chieftain for mediation and facilitation of decision-making. It is also the Chieftain’s responsibility to guide clan members and ensure that the values of Clan Gylldene are being preserved. Clan Members make up the majority of the clan’s ranks. Clan members have successfully completed their Trial of the Arts, or have married into the clan and been accepted by their fellow clan members. Clan members have two main responsibilities. One is to continue upholding the clan’s mission, and the other is to vote when decisions require majority consensus. Family Members are not official members of the Clan, but are related to a clan member through blood or through adoption. Family members hold no responsibilities to the Clan, but may choose to take on the name and responsibilities after completing their Trial of the Arts. Initiates are those that have begun their Trial of the Arts. Initiates can be family members, but are most often people unrelated to the Clan. Initiates do not bear any responsibilities to the Clan other than completing their Trial. ♪ The Trial of the Arts ♪ The Trial of the Arts is an undertaking for those that want to become part of the Gylldene clan. The Trial is open to both family members, as well as members of the general public. An Initiate must choose a set of challenges that are representative of their artistic journey, either from their path so far or from the path they wish to take in the future. These challenges may be chosen from a preset list, or an Initiate may come up with their own challenges and overcome those with the approval of the clan Chieftain. Through completing these challenges, an Initiate must demonstrate creativity, artistry and, above all, compassion. Once an Initiate completes their Trial, a celebration is held to ordain them as a fully fledged member of the Gylldene clan.
  11. Bardmancer here, I would heavily recommend against having combative spells in bardmancy that lack a downside. As of now, all bardmancy combat spells deal the same effects upon the caster, such as being deafened by Shouted Word or losing one's muscle control with Tilting Movement. This is to remain in line with the current lore of housemagery and bardmancy where these sources of mana are typically "unwilling" to harm. However, there is nothing stopping you from flavoring existing spells to achieve similar aesthetics, such as visual darts flying from your Shape of Beguilement towards all those affected.
  12. They're putting chemicals in the water to turn the friggin' logs clay +1
  13. Farian Malto-Gylldene questioned the lack of appearance of Sera, but his concerns also laid with the palace which he commanded his surroundings to douse. His lungs had filled with smoke, his mind filled with questions, and his eyes welled with tears, for all seemed to be going to ruins around him.
  14. Honestly, it can sometimes be difficult to find compromise when someone else's social contract is so utterly different from one's own. One conflict resolution method I've found effective is to vc with the person/people in question. Removing that boundary between OOC and IRP can help people understand that there is an actual person that is behind the persona, and this usually helps them understand and be more willing to compromise. I think a lot of conflicts on LotC stem from not treating the other people in the conflict as people, but just "steps in the path of my roleplay". The next quote response will talk greatly about my opinion on the matter. 100% this. I personally do not understand the joy in forcing others to adhere to one's own roleplay standards (pk or you're a wimp) since it completely removes the idea that the other person has stories of their own going on. I agree, there will always be players and communities that meld more closely to someone's. Perhaps this is false dichotomy (quadchotomy?), but I tend to find most players fall within this chart of "historical accuracy" vs "fantasy", and "PVP" vs "CRP". I like to consider myself an in-between roleplayer for the "historically accurate" and "fantasy" aspects of this server, as I've found my background knowledge of historical weaponry and combat work quite well with my enjoyment of the fantastical elements such as the lore and magic of this server. I also tend to favor more CRP than PVP, as I feel there are ample ways of expressing one's persona in CRP as opposed to the lack of character expression in PVP. The reason I bring this up is to say that people should be aware of the differing styles of other players, and not selfishly impart their own styles for the sake of their own fun at the cost of another's. To me, personally, my fun should not come at the cost of another person's, but rather it should be collaborative, and one of the good aspects of LotC is there will always be a community for you, regardless of where you fall on this spectrum.
  15. Disclaimer: I am not a psychologist and do not claim to be a psychologist, though I have taken courses in psychology including developmental and social psychology. I simply thought that a few psychosocial phenomenon were very apt to this discussion: Code Switching, The Social Contract, and Identity vs. Role Confusion While I can't claim to know all the answers to all the questions listed, I can at least expound upon what I do know and feel some confidence about. 1. Cognitive Boundaries Is perfect IC/OOC separation possible or even healthy? Short answer: No. Before roleplaying, people must come to terms with the fact that no matter what they do, they will ALWAYS have some aspect of themselves in their character, as they are quite literally controlling them. You explained it very well with identity compartmentalization, in which we are able to essentially "segment" our minds into taking on different roles. A linguistic example of this would be "code switching", a phenomenon in which we speak differently depending on the social situations we find ourselves in (i.e. different speech patterns at work vs in Discord, or different speech patterns IRL vs IRP). I personally do not believe it is healthy to entirely separate one's self OOC and IRP circumstances, because it creates a disconnect against collaboration. Any DnD player will tell you the dreaded line "It's what my character would do" and how that line has become the calling card for uncooperative players. A problem I see more often than people becoming OOCly emotionally attached is people becoming OOCly disconnected, which I will elaborate on in the next question. When does immersion become maladaptive? Immersion becomes maladaptive when it begins to neglect the interpersonal communication and social aspects of roleplay. Roleplay is an inherently social activity, in which we as people behind a screen act out characters in our control. With any social activity, there is what is often called the "social contract", a set of spoken or unspoken rules in which one is usually expected to abide by (i.e. treat others how you would want to be treated, act in a way that is deemed ethical by the standards of society, put the damn shopping cart away when you're done). I have seen quite often when people will begin to become disrespectful to others OOCly over the events occurring IRP, and I believe this can often be chalked up to people having different and conflicting "social contracts". People have different definitions for what is and isn't socially acceptable IRPly and OOCly, and this tends to be the primary cause of OOC conflict. This is not to disparage anyone who feels their social contract has been broken, in fact I believe the onus is on those breaking other people's social contracts to avoid doing so or to seek compromise for the sake of a positive roleplay experience for all parties. Roleplay is, after all, collaborative, and collaboration only goes as far as the parties involved are willing to cooperate. 2. Emotional Safety Should we implement psychological safety measures? Or is it just not our job to manage people's feelings? I don't necessarily believe it's the server's responsibility to implement psychological safety measures to that extent, but I do think it lands on the individual players to understand the roleplay style differences people beyond their communities experience. It is very easy to get invested in one's character and their story, but it's also important to take a step back and understand that there are people behind the screen that are responding to you. IRP characters are not NPCs, but controlled by living, breathing, thinking people. It's important to remember this not just when roleplaying but when socializing in general. 3. Individual Differences Why do some players maintain boundaries easily while others struggle? As much as I hate assumptions, I'd like to make a general assumption that most people on LotC are between the ages of late teens-early twenties (I know, big gamble). Many teachers and developmental psychologists might recognize Erik Erikson's stages of psychosocial development, in which Erikson posits that people develop psychosocially through "stages" of their life, in which they are confronted with a different question per stage regarding their own development. This is not to say (in my non-professional opinion) that each stage must be completed before moving on to the next, as people are fluid and flexible in their sense of self and sense of the world. What I am saying (in my non-professional opinion) is that many people on LotC are within the stage of Identity vs Role Confusion, and that is okay. After COVID-19, we've seen a dramatic delay in these developmental stages due to the loss of socialization for a significant portion of many people's formative years. In short, people are struggling with finding their identity, and roleplay can often be a means of understanding themselves through this act of identity compartmentalization. Now, I will say it's not the server's responsibility to aid in the development of people (hell, that's a tall ask for teachers), but I do think letting people know and understand that struggling with identity is not something that should be ashamed or frowned upon, as it is a natural aspect of life. Creating these boundaries between your roleplay character and your IRL character is an important step in being able to collaborate with others, but I also feel people should not be OOCly disparaging people for not being able to do so. "You catch more flies with honey than vinegar", as the saying goes. Not a psychologist, just very passionate about education.
  16. Unfortunately each nation only gets 9 cards (including spell cards not visible in the prototype) that I sourced IRPly, however, expansion packs are planned for the Tabletop Simulator release!
  17. +1 Love fantasy flora in general, love lore that contributes to artist rp, perfect addition
  18. Sivineril "Vini" Yuln'aher gasps audibly and dramatically at the title of the missive, before inquiring further down the page and releasing that same breath with a delighted sigh. "Ah, good! She is still alive! Too many people die, if you ask me!" That same clickbaited 'ker then begins to prepare his latest pilgrimage to the Bucket of Grub.
  19. The parties still have the illusory party hats, all is well in the world
  20. [!] Posters would be spread across the various realms’ taverns, each bearing a magenta star-shaped mana seal at the top. Pressing the star would cause the mana seal to speak the contents of the poster in #q range in the creator’s voice. “It’s like CRP, but not bad!” “Game good.” “I’ll pay you 5 mina to add my vassal in the game.” To the Game and Joy Enthusiasts Across the Lands! Come one and come all, to the official release of the hit new card game, “Realm Rivals” (Fin’dagre to the mali, “Warclaim” to the Northern valah, or Kani Jitsu to the Southern Oyashiman)! Collect cards of your favorite lliran from the many different realms, arrange your deck to suit your style, and send your cards into battle against your opponents! Come by and come buy and combine your cards and decks at my lovely traveling cart by Vortice, ti! During the first release of cards, there will be nine realms to choose from, each with nine cards to buy, but you can always buy them all! The first release of cards will be towards the end of this Moon’s week [Saturday, 6pm EST] in Vortice [3600, -550], and the first release of cards are limited! First come, first served! List of cards released in Volume I: 1 Deck, 9 cards with 3 copies each, 27 total cards: 40 mina All 9 Decks, 81 cards with 3 copies each, 243 total cards: 320 mina Custom Cards (not for official play!): 20 mina each If you wish for your realm to be made into fun cards, simply send a bird to Vini Yuln’aher (PestyWarlock) with your ideas! Happy playing, and Luara’s light upon you all! [OOC] How to Play: How to Get the Game on Tabletop Simulator (Recommended): While this game is able to be played in Minecraft (painfully), it is highly recommended to play the Tabletop Simulator version instead. This version comes with a game board and pieces (modeled by Askuzai), as well as all the cards for ease of play. The link to the Tabletop Simulator version is here: [https://steamcommunity.com/sharedfiles/filedetails/?id=3322165706] Credits: @PestyWarlock- Gameplay, card design, playtesting, IRP information gathering @ShinyB- Playtesting, logo and graphic design, cart modification, IRP information gathering @Askuzai- Modeling (Tabletop game board, health bar) @tgrt- Cart design @ichigomaster98- Playtesting @RianNeverfield- Playtesting @simpleglitchbro- Playtesting @Pallodium- Playtesting @PanicZealot- Playtesting
  21. Farian of Clan Gylldene reads the letter given to him by his kinsman, his voice hastening as he takes in the information, "I... will not believe it until I see it for myself. Perhaps he simply needs us to believe he's dead, some sort of mission, perhaps..." The normally stoic and calm chieftain's voice faltered as his mind grasped for reasoning, salvation from this news.
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