Strengths: Age, Knowledge, a Wide Af Spell Selection, and a Natural

Total Page:16

File Type:pdf, Size:1020Kb

Strengths: Age, Knowledge, a Wide Af Spell Selection, and a Natural Strengths: Age, knowledge, a wide af spell selection, and a natural physical advantage (the Eӧlnar, her race, are a good deal stronger, faster, fairer, and more agile than humans. Not to mention, they’re immortal. However, her strength would pale next to, say, a giant or dragon.) Weaknesses: Not fully adjusted to her new power level post-mending Martial combat ability: Before her ascension, Gaia was a soldier in one of the greatest hosts her world had ever seen. After she was downed in combat and ascended, she didn’t touch a sword for a long time. But after her redemption, she sought to become reacquainted with her roots. As such, she renewed her practice with the blade, and now exercises that skill as a means of self-expression, creativity, and a way to remember who she was and how far she’s come. But as an oldwalker, she didn’t really have the need to cross blades with another being, since her spellcasting was so much more powerful. She hasn’t been in a death match with a sword for a long time. At most, she may have dueled friends or entered tournaments for fun. Her weapons of choice are a long, curved, and slender yatagan in her main hand, with a straight dagger in her off hand. Magical skills: Before going to sleep, Gaia had millennia to dabble in a wide variety of magics. Some of these magics she mastered. Some of them she has moderate skill with, but due to a combination of disinterest or a lack of talent was never able to master. Others she has only a basic or no capability with. I’m sorry if the following list sounds strong and overpowered, but I had really made Gaia with the intention that she would never fight another flake. And it seemed logical to me that she would have to have a detailed understanding of and skill with a wide array of magics in order to create a balanced and stable plane. So I made her accordingly. With that in mind, here is a bit of a breakdown of her mage skill. Magics she has/had mastered (DOMAIN): Elemental creation/summoning (Natural affinity. Post-mending, she would still have a very high skill level and power level in this area) Leyline manipulation (Pre-ascension, she could see leylines. Manipulating them is one of the primary means by which she made her plane. While she has lost most of her skill in this area, she still maintains some ability to manipulate leylines to suit various functions. But she can’t do anything near the scale that she used to.) Electromancy (She maintains a high ability with this post-mending. She can probably summon ball lightnings, when combined with her elemental skill) Pyromancy (Natural affinity. Maintains a high skill/power.) Biomancy (she probably still has a moderate skill with this post-mending) Unsummoning (To pair with her elementalism/summoning, she probably maintains some skill here post-mending) Archeomancy (this is one of those magics that she gained through time, study, research, and exploration. As such, it doesn’t rely on her natural magic as much as it does with her accumulated knowledge. She probably maintains this skill post-mending) Auramancy/Enchantments (Natural affinity. She maintains a high skill here post-mending) Illusions (Like, archeomancy, she gained this skill through practice and research. Still, while she can probably perform illusion magic, it would be at a lesser skill than, say, Ugin.) Mind magic (Same as Illusions) Growth magic (Natural affinity. She still has a good amount of skill here.) Magics she has/had moderate ability with (DOMAIN): Lithomancy/Geomancy (This magic was a natural evolution of her leyline magic. She is not as skilled as someone like Nahiri post-Mending, but she can probably still do it.) Death magic/Sangromancy (War Gaia employs these abilities a lot. It’s one of the reasons why, after 900 years, she’s so much darker than normal Gaia. MU Gaia rarely uses them, because she is horrified with how repeated use of such dark magic slowly alters her way of thinking, as it requires her to draw upon her darkest side. Post-Mending, MU Gaia has forgotten how to perform this magic altogether, since she didn’t utilize it for so long.) Hydromancy (She was always more attuned to the land than the sea, and so she only was ever at most moderately skilled at manipulating the waters. As such, she has forgotten this skill post- Mending.) Spirit summoning/Affinity (While she slept, her dream was the realm of souls, dreamers, and dead things. During this time, she gained an affinity with souls unconsciously. As such, when she awakes she has a newfound and unexplored talent in communing with/summoning the dead.) Artifice/Ferromancy (She is less skilled in artifice/ferromancy than with the other items on this list. Manipulating stable substances, such as base elements and metals, is a natural trait of her race, though. So I included it on this list as opposed to the one beneath it. She generally prefers to work with living things, and is better at it. Post-Mending, she has probably forgotten ferromancy and has little skill with artifice left. Mostly, she’d use artifacts to enhance her other casting and nothing more.) Hieromancy/law magic (She lost a small amount of skill here with the Mending. She is still capable of some law magic, but it is much MUCH weaker than it was before. Hell, maybe she’s even forgotten it? This one I’m unsure on.) Magics she has/had limited, or no skill with (Colorless, mostly): Chronomancy (She tried to learn it once, but didn’t have a knack for it. She has a better understanding than the average mage, of course, just because of how long she spent trying to learn chronomancy. She achieved moderate success with it, but ultimately decided it wasn’t for her, and gave up. That is why the enchantments protecting her plane were so susceptible to time paradoxes, and thus this is what allowed Will to pop those enchantments. Post-Mending, she would know how to read the patterns of chronomancy and how to recognize its use. She may have some success avoiding the lesser chronomantic antics of mages like Zix. But she cannot manipulate time herself, and would be positively outclassed by a more skilled time mage.) Æther magic (Almost no skill post-Mending. Excellent skill pre-Mending. Hence why she was able to make a plane and cut it off from the blind eternities. However, post-Mending, she can still make tiny pocket realms which she uses for mobile storage. But they are small and don’t last any more than a few centuries at best without constant upkeep. In time, she could relearn some of what she’s forgotten in this area, but never to the ability she once had.) Necromancy (Once upon a time, Gaia was actually quite good at necromancy. It was when she was called Terah, and during the darkest time of her life. After her redemption and repentance from this time period, she intentionally wiped the knowledge of how to reanimate the dead from her memory, so she wouldn’t be tempted to go down that path again.) Magics that she had a natural affinity with before her ascension (RG): Auramancy/Enchantments (Very high skill and talent, both post and pre-Mending) Elemantals (as above) Growth magic (as above) Pyromancy (generally, her pyromancy manifested as lesser fire elementals. So you could combine this with her elementalism, if you want.) Leyline reading (but not manipulation. She could just see the flows of magic, not manipulate it. She maintains this ability post-Mending.) .
Recommended publications
  • Zeichen Der Zukunft. Wahrsagen in Ostasien Und Europa / Signs of The
    In the Empire of Signs: Predicting the Future in the Chinese-Speaking Cultural Realm : 相之國度 漢語文化圈中的預測與未來導讀 — Michael Lackner 52 The sinologist and novelist Jean Levi has called China ‘the system that combined the Ten Heavenly Stems (tiangan ) 天干 civilization of divination par excellence’.1 At least in the and the Twelve Earthly Branches (dizhi ) to create a 地支 quantitative sense this is very likely true. If we understand cycle of 60 different dates. This cycle was later applied to divination as an attempt to uncover what is hidden not only years, months, and finally hours. Over the course of time in the future, but also in the past and present, then there certain qualities were assigned to these combinations. For is probably no other culture that can rival the sheer variety example, these could apply to physiological phenomena, of Chinese methods for mastering fate and managing con- such as tinnitus (cat. 73, 74), to the selection of the propitious tingencies. time for an undertaking (cat. 56–58), and to horoscopy (cat. 52). This last, most common form is based on the combina- Classification, Calculation, Interpretation: tion of Eight Characters (bazi ) and the corresponding 八字 The Scope of Divination ‘Heavenly Stem’ and ‘Earthly Branch’ for the year, month, day, and hour (cat. 51). In this context we can speak of a type Does Levi’s formulation also hold true in a qualitative sense? of chronomancy, that is, the allocation of specific charac- Here again, the answer is affirmative. The Yijing ( , teristics to particular moments in time, leading to a prophe- 易經 Book of Changes), canonized by the Emperor Wu of the Han tic statement.
    [Show full text]
  • Sample File Chronomancy Rules Summary
    Sample file Chronomancy Rules Summary New Feats New Feats Prerequisites Avoid Paradox - Chronomancer Special Chronomancy Item Focus any one item creation feat, must have created a chronomancy item Ritual Focus - Time Sensitive - Paradox Feats Prerequisites Magic Item Cost Alacrity Expeditious Retreat 4,000 gp Celerity haste, expeditious retreat, Alacrity 16,000 gp (includes Alacrity) Oracle 2nd level spells 6,000 gp Tactician contingency 14,000 gp True Sight - 2,000 gp Ritual Chronomancy Basic Ritual Check: d20 + time magic score + charisma modifier Base Difficulty Sending Ritual 15 Retrieval Ritual 10 Figment Ritual 10 Other Ritual BonusesSample fileCheck Modifier Ritual Focus Feat +2 bonus Masterwork Chronomancy Focus +1 enhancement bonus Magic Chronomancy Focus +1 to +5 enhancement bonus Extended Ritual +1 per minute (maximum: +10) Mass +1 per 25 lbs (rounded down) Range Modifiers Touch +0 Close +2 Medium +5 Long +10 Unlimited +15 Other Modifiers DC Modifier Anchoring +5 Displacement +5 Capturing +5 Using a Pattern Scroll +5 Chronomancy Spells The following spells are usually considered chronomancy. These spells are all on the sorcerer / wizard spell list. At the end of the list is a collection of spells not on the Sorcerer / Wizard spell list that might appear on another arcane spell caster’s spell list (a bard for example) that would also be considered chronomancy. Key * Spell can be found in Core Rulebook I. 1 Spell can be found in Necromancy: Beyond the Grave. 2 Spell can be found in Seas of Blood: Fantasy on the High Seas, published by Mongoose Publishing. Cantrip Chronomancy Spells Echo of Past State.
    [Show full text]
  • The Beyond Heroes Roleplaying Game Book IV: the Book of Magic
    1 The Beyond Heroes Roleplaying Game Book IV: The Book of Magic Writing and Design: Marco Ferraro The Book of Modern Classes Copyright © 2019 Marco Ferraro All Rights Reserved This is meant as an amateur free fan production. Absolutely no money is generated from it. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2018 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Contents Foreword 3 An introduction to Magic 4 How Magic works 10 Magical Locations on Earth 26 Magical Dimensions 34 Mystical Entities 39 Magical Classes 42 Ancient Mysticis Disciplinis Classes 47 Modern Mysticis Disciplinis Classes 75 Classes Experience Table 151 2 Foreword The Beyond Heroes Role Playing Game is based on a heavily revised derivative version of the rules system from Advanced Dungeons and Dragons 2nd edition. It also makes extensive use of the optional point buying system as presented in the AD&D Player’s Option Skills and Powers book. My primary goal was to make this system usable in any setting, from fantasy to pulp to superhero to science fiction. There were way too many spells to fit into this book. They may instead be found in BH5: The Book of Spells. This is the third version of this book, it now also includes descriptions of the various magic classes. Magic is ever-changing. The extent of a character’s magic use differs greatly from tale to tale and from author to author.
    [Show full text]
  • Encounters Reference
    Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs.
    [Show full text]
  • Chronomancy Spells the Following Spells Are Usually Considered Chronomancy
    Chronomancy Rules Summary New Feats New Feats Prerequisites Avoid Paradox - Chronomancer Special Chronomancy Item Focus any one item creation feat, must have created a chronomancy item Ritual Focus - Time Sensitive - Paradox Feats Prerequisites Magic Item Cost Alacrity Expeditious Retreat 4,000 gp Celerity haste, expeditious retreat, Alacrity 16,000 gp (includes Alacrity) Oracle 2nd level spells 6,000 gp Tactician contingency 14,000 gp True Sight - 2,000 gp Ritual Chronomancy Basic Ritual Check: d20 + time magic score + charisma modifier Base Difficulty Sending Ritual 15 Retrieval Ritual 10 Figment Ritual 10 Other Ritual Bonuses Check Modifier Ritual Focus Feat +2 bonus Masterwork Chronomancy Focus +1 enhancement bonus Magic Chronomancy Focus +1 to +5 enhancement bonus Extended Ritual +1 per minute (maximum: +10) Mass +1 per 25 lbs (rounded down) Range Modifiers Touch +0 Close +2 Medium +5 Long +10 Unlimited +15 Other Modifiers DC Modifier Anchoring +5 Displacement +5 Capturing +5 Using a Pattern Scroll +5 Chronomancy Spells The following spells are usually considered chronomancy. These spells are all on the sorcerer / wizard spell list. At the end of the list is a collection of spells not on the Sorcerer / Wizard spell list that might appear on another arcane spell caster’s spell list (a bard for example) that would also be considered chronomancy. Key * Spell can be found in Core Rulebook I. 1 Spell can be found in Necromancy: Beyond the Grave. 2 Spell can be found in Seas of Blood: Fantasy on the High Seas, published by Mongoose Publishing. Cantrip Chronomancy Spells Echo of Past State. Retrieve the knowledge of a remnants Daze*.
    [Show full text]
  • D6 Magic System, Starting Position
    Introduction Vade Mecum of Magic makes the perfect companion to the magic system presented in the D6 Adventure Rulebook or the D6 Fantasy Rulebook. We give you explanations, clarifications, additonal guidelines, and more than XX new spells. So, if you just haven’t had the chance to pick up the D6 Adventure Rulebook or D6 Fantasy Rulebook, can you still get something out of this book? Absolutely! We’ve included a couple of new, simple magic systems that’re compatible with the full-blown version. We also give you information about the skills, so you can use the spells right out of this book. Need more spells? Check out the D6 Bloodshadows world- book! In it, you’ll find more than 60 spells, plus an extended spell failure chart, potions and other magical items, and new horror-inspired species packages. If you feel like trying your hand at making spells but don’t want to number crunch, West End Games offers a basic spell designer on its Web site (www.westendgames.com/d6/ makespell.html). Use it a few times to help you understand how the full magic system works. Expanding and Restricting the Aspects Introduction divination spells, it does not increase the difficulty of locating the target. This chapter takes a closer look at most of the spell creation Note that divination spells with a range and no area of effect aspects, clarifying fuzzy points or expanding on options. provide information about the first thing that it encounters that meets the criteria of the spell. The caster can only look in Area Effect one direction per casting of the spell, regardless of the spell’s The “one alternate shape” modifier allows the magic user duration, unless she includes the change target aspect.
    [Show full text]
  • Prognostik Und Beschleunigung
    04|13 Seite 5 Seite Seite 14 Seite Seite 27 Seite und Eschatologie Reading Sessions Reading Meistertriptychen auf Hieronymus Boschs auf Hieronymus China Academic Visit 2012 – Lektüre chinesischer Texte – Lektüre – Buddhistische Wahrsagung – Buddhistische Wahrsagung Das Schicksal der Menschheit Das Schicksal der Menschheit als Gemälde – Eine neue Sicht in Ostasien und Europa. rategien ngsst ltigu ewä se. B ogno und Pr Schicksal, Freiheit Prognostik und Beschleunigung Seit dem Ende des 19. Jahrhunderts drangen politi- sche, wissenschaftliche und historische Ideenbe- stände und Erkenntnisse anglo-amerikanischer und europäischer Provenienz in regelrechten Rezepti- onskaskaden nach China und zahlreiche neuartige Schlüsselbegriffe brachen sich Bahn. Umfangreiche sprachliche und begriffliche Umwälzungen fanden Liebe Leserinnen und Leser, vor dem Hintergrund von Brechungen statt, die sich Sie halten die neue Ausgabe der fate in den Hän- im staatlichen und gesellschaftlichen Ordnungsge- den, des Newsletters des Internationalen Kollegs für Geisteswissenschaftliche Forschung in Erlangen. Wie füge der ausgehenden Kaiser- und frühen Repu- auch die neun anderen Käte Hamburger Kollegs in blikzeit ereigneten. Ohne Übertreibung kann von Deutschland, zeichnet sich das Erlanger Kolleg durch die Erarbeitung eines spezifischen Desiderates in der einer markanten Beschleunigung des real- und geistesgeschichtlichen Wandels Forschungslandschaft in Zusammenarbeit mit inter- national herausragenden Gastwissenschaftlern aus die Rede sein und kaum zufällig nahm hier ein neuer Typus von Gegenwarts- – bei uns in Erlangen ist das das Gebiet „Schicksal, diagnostik seinen Ausgang. Chinesische Denker des Umbruchs stellten darin Freiheit und Prognose“ in ostasiatisch-europäischer Perspektive. die Beobachtung von Beschleunigungserfahrungen ausdrücklich in Bezug zur In diesem Newsletter reflektiert im Editorial unser „westlichen“ Zivilisation und bannten damit die Unübersichtlichkeiten und stellvertretender Direktor, Prof.
    [Show full text]
  • Arcane Magic by Marco Dalmonte & Matteo Barnabè CONTENTS INTRODUCTION
    Tome of the Magic of Mystara Volume 1 – Arcane Magic By Marco Dalmonte & Matteo Barnabè CONTENTS INTRODUCTION ....................................................... i Recovering from Affliction ....................................... 204 REFERENCE TERMS .................................................... iii A Possible Cure? ..................................................... 204 LIST OF SOURCES ....................................................... iv The Legacies .......................................................... 205 Inheritor (Kit) ....................................................... 226 CHAPTER 1: ARCANE MAGIC ................................... 1 THE SECRET CRAFTS OF MYSTARA ......................... 231 NATURE OF ARCANE MAGIC ...................................... 1 Alchemy ................................................................. 233 MEMORISING AND CASTING ARCANE SPELLS ............. 2 Cryptomancy ......................................................... 235 LIMITS OF ARCANE MAGIC ......................................... 2 Chronomancy ........................................................ 237 THE LANGUAGE OF MAGIC ........................................ 3 Demonology ........................................................... 240 SPELL BOOKS AND ARCANE SCROLLS .......................... 4 Dracology .............................................................. 244 BIND AN ANIMAL FAMILIAR ........................................ 5 Elementalism ......................................................... 246
    [Show full text]
  • And New Beginnings Fate, Freedom and Prognostication
    09|17 No.12 Ostasien und Europ tegien in a gsstra igun wält e. Be gnos nd Pro Schicksal, Freiheit u page 4 Focus – The IKGF-Handbook Project „Prophecy and Prognostication in Medieval European and Mediterranean Societies page 24 Horoscopy across Civilizations: Comparative Approaches to Western, Indian, and Chinese Astrology and Chronomancy page 30 Accounting for Uncertainty – Joint Project with the Max Planck Institute for the History of Science Editorial (Prof. Dr. Klaus Herbers) Fruitful Interaction between the ‘End of Time’ and New Beginnings Fate, Freedom and Prognostication. Strategies for Coping with the Future in East Asia and Europe IMPRINT Dear Readers, Publisher You are now holding the twelfth issue of IKGF’s newsletter, fate, in your hands, which reports on our activities during the summer term 2016. As men- tioned in Deputy Director Professor Klaus Herber’s editorial, our work at the Consortium now frequent- ly extends beyond the disciplines involved initially, Sinology and Medieval Studies, leading to further joint projects and collaboration with other fields and organizations. Director Prof. Dr. Michael Lackner At the same time, it remains an important goal for us to map out and define the field in our lead Editor disciplines, which is why IKGF is making concerted Dr. Rolf Scheuermann efforts to produce handbooks for the fields of Sinol- The whole newsletter has been proofread by Dr. Sue Casson. ogy and Medieval Studies, respectively. The work on Editorial assistance: Prof. Dr. Dr. Philipp Balsiger, Dr. Martin Kroher and
    [Show full text]
  • The Chronomancer
    The Chronomancer Will you control the sands of time, or will it control you? Sample file Existence is measured in age. How many years has a mortal lived? What was the construction date of the walled city of Class Features Eflin? When were the deities formed? Time begins at birth, at As a Chronomancer you gain the following. creation. But, inevitably, time for all things comes to an end. Hit Dice: 1d8 per chronomancer level, Except, of course, for time itself. Hit Points at First Level:8 plus your Constitution Modifier Bearer of the clock of eternity, rimmed by signs of the Hit Points at Higher Levels: 1d8 (or 5)+ your constitution stars, the chronomancer counts every tick of the second modifier per chronomancer level after first hand, preventing interference with that essential ever flowing forward momentum. Proficiencies Armor: Light Weapons:: Daggers, Quarterstaves, Shortswords RELEVANCE OF TIME Tools: Gaming Set Chronommancer’s gain their magical potency directly from time itself - harnessing the energies of flowing time, and Saving Throws: Wisdom, Intelligence manipulating them to suit their gain. It is a most dangerous Skills: Choose two from: Arcana, History, Insight, tradition, as the practice of slowing, reversing, or diverting Investigation, Perception, Persuasion the flow of time can accidentally tear novices to pieces, spreading them thinly across millenia, or sometimes even Equipment You start with the following equipment, in addition to the drop them wholesale into a new or old era, with no way of equipment granted by your background: returning home. Masters, however, walk the generations as timewalkers and walk the cosmos.
    [Show full text]
  • Spells & Incantations
    Introduction solved with magic. Or, taken another way, maybe they have industrialized, but the tool that they have used in place of he spells in the players handbook are well dense fuels like coal and gas is magic. thought out, and cover nearly all circumstances So I have tried to limit myself to filling a niche in that a spell caster might encounter and that theme that the Player’s Handbook (PHB) has not utilities they might have need of. But, by addressed. Though there may be some areas where their own admission, they are only the most two spells overlap, such as Conjure Shelter (here) and commonly known spells. The world is a Leomund’s Tiny Hut (PHB), the spells presented here wide and wild place, and many strange and T should offer some utility that the PHB spell does not. In wondrous magics yet lurk in it; either forgotten or yet to be this case, the amount of accommodation both in size and discovered. This supplement looks to add a few such spells comfort, at the expense of protection from harm. to the game. Lastly, I have not presented elemental alternates Not all of these spells have been added for players, to many spells. While there may be “gaps” in the spells and some are not even available to them, such as the 10th presented in the PHB in this regard, that is a conversation level spells and chronomancy spells that were once wielded you and your DM can better address by agreeing to a re-skin by the now extinct Netherese of Faerun in the Forgotten of an existing spell.
    [Show full text]
  • Indines Fan Cyclopedia V1.1 by Arbco at the Level 99 Fanbase Party Discord Server
    Indines Fan Cyclopedia v1.1 by ARBco at the Level 99 Fanbase Party Discord server BattleCON, Pixel Tactics, Argent: the Consortium, 7-Card Slugfest, World of Indines, and all related cards, characters, and other connected materials are copyrights of Level 99 Games. This is a fan-related work and is not intended for profit. Thanks go to Level 99 Games for making this work possible. Introduction I thought it would be easy. Indines and its inhabitants have been used by Level 99 Games in at least a half-dozen game lines, and though there’s a rich world, much of it is scattered across a myriad number of sources. With pieces of lore across games, books, and websites, learning the details can be tricky, particularly with some major sources currently out of print. But still, I figured it was just a matter of collating the relevant text. Like, 50 pages or so of material, tops. As I found more and more material, the document just blossomed outward into what you see now. And it’s not even finished. And so the following is a fan-curated collection of Indines lore material detailing aspects of the world as featured in BattleCON, Argent: the Consortium, Seven Card Slugfest, Pixel Tactics, and other games published by Level 99 Games. Though a summary of some mechanical material is here, it’s largely included for its evocative and descriptive quality. In particular, Pixel Tactics information is only loosely connected to Indines lore at times, but is included here as it includes many characters not yet otherwise detailed.
    [Show full text]