All Activity

This stream auto-updates   

  1. Today
  2. Strange. What happened in our games was that characters did advance quickly, but that was probably because we played a lot, typically several times a week.Once the group hit Rune Level fights against foes with Rune Level skill ratings were still fairly rare, but when they occurred the special successes would usually speed up the fights. At 100% or higher somebody is going to get an impale every five rounds or so. Often things boiled down to who was better at using their magic.
  3. No, the official rule has always been that the first bullet in the burst is the one that impales and/or criticals. It kinda makes sense too, since it would be the shot that gets aimed and fired before the recoil sets in.
  4. Hey I actually got a plot relevant use of Wind Words into one of the scenarios I wrote for RQ3's Strangers in Prax, and was really proud of that. Unfortunately my editor, Ken Rolston, switched it out it to Mindspeech during the editing phase. I can't remember the reason for doing so, but I have to say it was one of the rare times I didn't agree with the rune czar...
  5. I have become a lot less confident when dating the God Time sequentially than I used to be. Still, let's assume that we can find a single true sequence of God Time events. The reign of Urvairinus is unequivocally post-flood era, pre-Ice Age. That period is clearly part of the Vingkotling Age - Vingkot became King of the humans already during the flood. Vingkot went away to fight Chaos Man single-handedly, beyond the Realm of mortal men (and ended up in the First Battle of Chaos, in another age, where he received his mortal wound), then returned to his kin, held alive by his divine spark, so he chose to be immolated to be released from his agony. After his immolation, the sons of Vingkot vied for succession, and sacked many Dara Happan cities (which isn't limited to the Septopolis in GRoY). That would have to be in the reigns of Anaxial (no mention of such an event), Lukarius (neither any mention) or Urvairinus (bingo, Elempur). The repeat raid followed by a Dara Happan victory, also check. Could this have been a later conflict with Urvairinus? With Kestinoros? With Manarlarvus? Something the Alkothi didn't bother to tell the Raibanthi Emperor? Possibly yes, but that leads us too close to the Late Storm Age. Check the Andam Horde story in Entekosiad for this event. IMO. The location later has the Talastari ram folk of Lokamayadon. All of that fits well enough. We know hardly anything about the Lastralgortelli, other than that they perished in their second raid. Lastralgor may very well have brought the Iron Ram along. The Varnaval snippet doesn't state that he invaded Dara Happa. That's your conjecture, and about as valid as mine. Heortling Mythology says: There are no Heortling Star Tribes. All surviving Vingkotling tribes became Heortling tribes. The Stravuli were formed from the Jorganostelli, as a Vingkotling tribe, without any son, daughter, grandson or granddaughter of Vingkot leading them. We can discuss whether they had Vingkot type tribal kingship or some other model, but you cannot claim that this tribe was formed only after IFWW. WIth such extended life-spans, don't you think that people got to know their great-great-great-great-great-grandchildren if they survived long enough? Such longevity may smear the term generation in that the firstborn may have already great-grandchildren when the lastborn take their first breaths, but adding up the life spans of methusalahs doesn't define historical dates. This logical fallacy is common among literalist interpreters of the King James Bible, but I thought we would be above such mistakes. Sure - the idea is weak. But Urvairinus doesn't reclaim the bow in the battle, but further south. The Deleskaring story (not reprinted in the Guide) tells how Deleskar remained behind while Jorganos went north, and didn't return. He might have been killed in or about Elempur. Which is why we find Berenstead in Berenethtelli lands at the Dawn, Ulaninstead in Orgovaltes territory, etc.? The Vingkotlings appear to have remained at the lands of their founders. I agree that some dislocation of tribes would have been more in character for what we know about the Orlanthi, but our sources don't show any evidence of that. More later.
  6. >> why wear unnecessary clothing if you can choose or create an environment making textiles superfluous most of the time? Because sapient is not necessarily rational. :-) There could be many reasons for clothing that have nothing to do with practicality, and everything to do with psychology and culture--just like in the real world. ...but nudity could well be a standard, too; why not? Enjoy!
  7. Sounds fun and puts the PCs in a dubious postion.
  8. Please note as of Monday May 1st 2017, I will no longer be publishing OpenQuest Adventures and OpenQuest 2 Deluxe. OpenQuest 2 Deluxe, the main rule book, will be shortly replaced by a new refreshed version, with minor rules changes and completely new art which will simply be called "OpenQuest". However the new rule book will not have the Gatan setting chapter + Adventure - these will be re-released in a new expanded Gatan setting/adventure book later in the year. OpenQuest Adventures is a collection of four adventures + an article about Gloranthan Magic for OpenQuest. The two of the adventures Deep in the Hole and The Road to Hell will be republished in the new Gatan book, and the Roman adventure by Paul Mitchener will be republished in an OpenQuest self contained game later in the year. All the Gloranthan content, an adventure + magic article, will not be republished. So if want to get these books before they go out of print Please visit's OpenQuest page.
  9. I liked how M-Space uses the same format ast the now 30 years old Traveller method of mapping a space opera setting, and I suggest to stick rather closely to this time-proven method of visualizing the setting. I would scrap the hexadecimal code system for something more readable, though - computer interfaces improved greatly the last forty years (which is where the Traveller Univers got stuck in terms of IT). One good reason for this similarity is fairly easy integration of old Traveller material - whether official or fan-produced, e.g. in the first 80 or so issues of the White Dwarf magazine - for recycling. I've been trying to set up a way to administrate my putative M-Space setting, too. I have two major design models I intend to copy and/or adapt. One is the 1983 (or so) edition of Traveller (which I own in its German translation). It has numerous good ideas and numerous bad ideas for populating sectors and systems, but it has the advantage of allowing a pen and paper approach to data collection. My other design model is the Heroquest Glorantha product Men of the Seas which offers a simple narraitve approach that is based on the concept of Ports of Call. Basically, a naval or space opera campaign will consist of a vessel landing in a port facility of some kind (which includes treachery swamp clearings on Dagobah as much as a landing facility on Coruscant). Normally the game will start here with the player characters' interaction with the planetary hinterland, unless you start your scenarios with an in medias res approach offering only a few backslash scenes for how the party got into this specific mess. Firefly operates on this port of call premise most of the time. This means that rather than sitting down to develop the entire planet and planetary system you only give detailed information for the immediate environment your party encounters. And you detail only those parts of the hinterland that are story relevant. The Wing-Commander- style Sandbox space game Freelancer gives a good idea how many ports and other installations with potential story relevance to expect in inhabited or frontier sectors. I intend to use the Traveler approach to outline the potential of a sector, subsector, solar system or planet, and a Ports of Call system to describe potential game settings in this environment. The planet is a sub-set of the star system. Normally, I would advocate creating a symbolic star map with a sized comparison for the major planetary body of the orbit (if any, otherwise an indication fo asteroid population), listed under a description of the primary star. Intermediate orbits for technological facilites could be inserted here, too. Orbits can have an inclination to the major plane, which would be described here, as well as any asymmetries you want to inflict on the orbit. Each orbit would receive a map of its Lagrange-areas - one zoomed out to show the L3, 4 and 5 populations of astreroids or technological facilites, ad one zoomed in showing the main object(s) and the L1 and L2 populations (if any). A second orbital map would detail the main planetary body. If it has moons and/or rings, I would treat it just like the star system - a list of orbital features. In casee of a binary planet circling a common mass center, the main planetary body would appear as the first orbiter. (Our own planet and its moon would be such a case. Mars, Jupiter and Saturn would ignore displacement from the center of mass.) A civilized planet will have orbital shells populated by satellites, and a map of geostationary installations. Major installations like space lifts and orbital slingshots for planetary approaches would be mapped here, too. System name would be the reference ID linking the planet to the knowledge base, followed by a number that indicates the major orbit the planet occupies. Additional symbols can be used to indicate deviations from the normal order of things. Ganymede for instance would be Sol 5/3 (or 6/3, if you want to assign the asteroid belt orbit as a main orbit, like Kepler did), ignoring any ring structures Jupiter might have thrown in between Ganymede and itself. While the star type is a factor, the amount and quality of the sunlight is what defines the planet (or moon). I am thinking about zones like too hot, very hot, hot Goldilocks, Goldilocks, cold Goldilocks, cold, very cold, interstellar cold. Note that planets on eccentrical orbits may travel through several such zones, like e.g. the planet of Vesteros. Planet size, surface gravity, atmospheric type and density and average subtropical surface temperature range would be the next characteristics. Since I am too lazy to look all of this up, I am going to trust Traveller rules there, and in case of doubt roll things up as per the system creation rules of that edition. There ought to be spreadsheets out there doing just this job, I haven't researched this yet. Atmospheric type and density ought to be halfway plausible. Terraforming can alter conditions to enable long-term instable atmospheres that need replenishing, but enable near-terrestrial (or other standards) conditions. Secondary characteristics like surface land mass percentage (regardless whether the liquids are water, methane, ammoniak, or sulphuric acid clouds below the highest peaks that will support floating or submerged habitats, like Venus). There is a planet in Foster's Homanx cycle which has three different atmospheres with their quite distinct biota, one on sea level with high atmospheric pressure, humidity and cloud cover, one in the upper cloud providing an atmosphere similar to earth, and a higher one with Mt. Everest atmosphere on a huge surface, with its own biota where it is warm enough. The planet Wunderland in Niven's stories sits atop a plateau surrounded by uninhabitable, permanently cloud-covered lowlands, offering a human habitable area of maybe the size of Ireland on an earth-sized planet. Note that there are no stable oxygene atmospheres without autotrophs (or machines) producing this stuff in greater quantities than they or the minerals of the planet use it up. (Massive electrolysis or thermolysis of oxidic ores might be able to pump excessive amounts of oxygene into the atmosphere.) Planetary map: A blank icosahedral hex map to outline the geography. The Hexographer software mentioned in the rules can produce such maps, usually, with a random map, but that can be edited back to a blank map that can take hand-drawn features, resulting in maps resembling the Harnmaster-standard for their planet Ivinia, or at least sketch precursors of that. Mercator projection maps can be used to create Google-Earth overlays, but these don't allow interesting settings like polar stations or settlements on worlds otherwise too hot for human habitation, or lifeless planets or moons like ours or Mercury with too-hot and too-cold surface conditions alternating, and the poles the only places where surface structures can be used all day and all night. I don't think that GIS-technology should be required to play Space Opera games, but if someone can work with that, Mercator projection is an easy method to edit maps in Ope Source procuts like Q-GIS. Climate is not a planetary property, but a property of places on the planet, unless you dig single-biome-planets. I don't. I would add a registry entry, which could be used for a fan-created database of M-Space settings. Standard Mythras stats, taking care of limbs and size, too. Spacefaring aliens (also alien life forms transferred to other ecosystems), or aliens in their natural environment? Spacefaring life forms could be assigned tolerances (atmospheric composition and pressure, humidity, gravity, temperature, radiation), both terran and alien, and additional data could give information on which technological aids they need to survive or thrive in otherwise barely or non-habitable environments, like filter masks, prosthetics, or environmental suits. I am thinking of e.g. semi-derelict habitat stations (or caverns on otherwise uninhabitable planets) which suffer from out-of-control cultivated life forms. Tech-level: Look at e.g. the Stainless Steel Rat stories to lead single purpose Tech Level ad absurdum where imported higher tech (which may be nearly ubiquitious) gets coupled with locally manufactured low tech levels - things like steam-powered autonomous robotic drones, humanoid or wheeled. The Vatican state has no native industry at all. Does this make them a tech level zero culture? What about gun-toting hunter-gatherer cultures in Africa, or nude Amazonas natives communicating via skype on I-Phones or satellite-connected PCs with solar panels while maintaining most of their indigeneous culture? My space opera setting is going to have cannibalistic savages managing biological or semi-autonomous space ships, toting captured or traded advanced weaponry, along with more peaceful but as technologically primitive spacefaring groups. Nudity might be a standard across a variety of civilisations and tech levels - why wear unnecessary clothing if you can choose or create an environment making textiles superfluous most of the time?
  10. Thank you for your advice Mike, much appreciated. It would have definitely been easier picking the culprit first, but you've given me an idea on how to bring it to a close... Wick has the papers, his ghouls stole them (from Flinders who orignally stole them). Wick obviously wants the papers for himself but to be useful he will have to dispel the horror, so Wick levels with the investigators telling them that to dispel and stop it killing most of the people they have met (including them) he needs a sacrifice, he asks there opinion on who they think it should be and when they pick someone he asks them to kidnap them for him, leaving them with a horrible utilitarian moral dilemma. From here the investigators should hopefully/possibly... 1) Offer one of themselves up 2) Take on Wick somehow for the papers or 3) Go kidnap someone Either way...if the ritual takes place Oaks & Shaunassy burst in wanting to take the papers and chaos will ensues. (the investigators could swap the orignal sacrifice for one of the gangsters if they think of it). Also to introduce Flinders, when they leave Wicks shop i'll have him approach them as he is stalking Wick obsessed with getting the papers back, telling them Wick is a ghoul and will use the papers for bad (but i'll make Flinders come across a bit mental). Too convoluted or ok?
  11. Will the rest of the Stafford Library also be available on Kindle at any point?
  12. My advice is to decide who is the villain before running the scenario. So decide now. You risk getting yourself in knots if you do not decide who the villain is now, before any further play - as this will help to protray the people and help you to guide the players towards a climax. Make a call on who you prefer to be the villain and layer that into the game. The players seem to be doing just fine - but perhaps their questions have aroused the suspicion of the villain - perhaps the villain now looks to distract them or frame someone else, perhaps the villain hides in plain sight or now tries to lie low - you can't decide these things until you know who the villain is - so choose and go for it. If in doubt, having Abner Wick as the villain is usually a safe bet - his shop is a easy place to bring things to a climax. The choice is yours!
  13. That's probably a false assumption considering that the destruction of Elempur is clearly ascribed to the Ram People and: Since the Sons of Vingkot are not aware of Varnaval or even the Iron Ram, their raid is much later. The Ram People conflict is only paid attention to in the Glorious ReAscent because it was the first such conflict. There were many more such raids and conflicts after the Invasion of the Ram People but the Dara Happans do not consider them mythically significant The Stravuli are not a Vingkotling tribe whereas the Vingkotlings lived for a further three generations until the Sword and Helm War. There is a further two generations in which five Vingkotling Kings rule in which period the Great Darkness occurs and the Star Captains (like Garan and Stravul appear). A generation is undefined but can be up to 300-400 years (Arthal's lifespan of almost 500 years was exceptional BoHM p120). So there's a thousand years after Jorganos before the Stravul descends. The Jaranings are not described as a tribe and we do not know when the Deleskarings became a tribe. So the idea that Urvairinus killed Jorganos to retrieve the Bow of Yelm is weak (the Dara Happans only believe that Urvarinus went to Elempur to retrieve the Bow, not make a raid on ram people lands). It does not follow that the survival place for the Gold Wheel Dancers is the same place as the sacked city of Elempur. And the idea that the Vingkotling held the same territory for all time is IMO rather suspect. You are conflating populations once again. What most people call Vingkotlings (including the Gloranthans) refers to the people ruled by the sons and heirs of Vingkot rather than by Vingkot himself. The story of the Vingkotlings begins when Vingkot is killed. There's only about two pages of myths describing the time when Vingkot ruled. Yes, during the Flood and Early Storm Age, Vingkot ruled Ernaldela and there were Durevings and many others under his rule. Over the long period of Vingkot's rule, the various peoples of Ernaldela gradually transformed to become the Vingkotling Tribes (with the Durevings changing from a distinctive peoples to a way of life). But then Vingkot was killed by Chaos Man and the classical Vingkotling culture begins under the reign of the Sons of Vingkot. In my opinion, this corresponds to the Middle Storm Age. They do. They fought the seas and won. They didn't just thwart the seas in attempting to drown Ernaldela, they went further and drove them back from lands that had been drowned BoHM p88. Genert's Garden remained mostly unaffected by the Flood, except for the strip separating it from Ernaldela. The Dara Happans regard the flood as a universal event, with no dry land remaining anywhere, and with boat-builder myths to explain the Suvarians and the Blue People of the West. They get raided by the southerners only in their third post-flood generation, in the reign of Urvairinus. Vuranostum is Dawn Age as he became Emperor in 33 ST. And Beren would have been active after the Flood or even well after the four Sons of Vingkot as he is mysteriously not present when they raid Dara Happa. Yes, Vingkotling genealogy say he was active when Vingkot was King as he married Vingkot's daughter but it's equally plausible that Berenethtelli skalds backdated the reign of their illustrious founder to become the compatriot of the Four Sons of Vingkot and that this also happened with Ulanin and Poscriptor.
  14. If you tinker with your own sheets it would be easy enough to make RQ2 sheets with Runes modeled from Pendragon. Plus the Rune Pool idea sounds easy enough. One POW equals a Runepower Pt or something like that, and just grant access to all the spells. However I think its prob best to wait to get it from the horse's mouth so as that way you dont need to do retconning down the track, as players will hate that. I would look at developing a campaign now using the RQ2 Gloranthan Classics as a base. Then it should be ready for kickoff once the official rules arrive late this year. Plenty of other games to play before then..
  15. Added!
  16. The major thing that's holding me back is Rune Magic. I'm strictly RQ2, though I have RQ3 Deluxe and a number of RQ3 campaign books. I don't know specifically how it's going to work, and I want to be sure I'm on solid ground as far as that's concerned before I start going crazy with writing stuff up. Most likely I'll come up with some general campaign/scenario notes and then flesh it out when RQG comes out.
  17. All for Kraken chapbooks added! Pretty easy to convert between the systems if you're experienced with RuneQuest. However, these type of question should be asked in another thread as all but the first post of this thread is regularly hidded to keep the thread focused on the list itself. All the old links have been updated to Thanks for pointing out the faulty links!
  18. I have to observe that, at this level of mythic potency, conventional "logistical" considerations may be among the LEAST relevant constraints on a conflict...
  19. This post cannot be displayed because it is in a password protected forum. Enter Password
  20. I suppose that much of this depends on Arkat's power bases. The Brithini expedition corps is sent to Arolanit in order to deal with an immediate problem, with Arkat in the ranks and file. After the liberation of Arolanit and Seshnela, the Brithini don't push further, so Arkat joins the Seshnegi, completes his Men-of-all training within a year, and participates as a leader in the war against the Bright Empire. I notice that I am not sure whether he fought against the Vampire Kings of Tanisor as a Brithini or as a Seshnegi Man-of-all. We know that the Talar of the Palace of Pentacle was at the climactic battle of that partial conflict, but it isn't clear whether this was still a Brithini enterprise or whether this was a Seshnegi-led campaign with support from local Arolanit Brithini. With each milestone against the Bright Empire reached, Arkat lost much of his support from the previous sponsor of the war, although his personal retinue grew by significant elements from each stage, creating a core force of various veterans. He never was commander in chief and ruler combined, unlike e.g. Alexander the Great who had the Macedon kingdom as his personal reliable power base (even though that did not extend to his hold over the contingents from the Greek city states). Arkat's followers rode on a wave of success as he drove the forces of the Bright Empire before him, but then the war bogged down in central Ralios. The siege of Kartoliin Castle was a first major setback. Arkat's followers still had some of the winnings from the previous campaigns, and their hatred for the Bright Empire grew with the intensity of the conflict and how they faced more and more blatant Chaos. There was attrition to his veteran followers, though - severly wounded or killed comrades, and disillusioned ones, dropping off at some points. When Arkat got bogged down in Ralios, he had become a defector in both Arolanit and Seshnela, and the majority of his forces (though not his core) consisted of Ralians willing to fight for the liberation and pacification of Ralios, but not likely to support a war that would lead them through lands that had once supported Arkat's crusade but that would not support even his march through their border regions. A marching army - especially of the size that Arkat led - is like a swarm of locusts, and leaves hunger behind. A march to support Akem would have led Arkat's forces through the lands of his allies, then through the lands of his former allies, now alienated, then through the unfathomable Erontree forest - a potential hostile - into a region that had seen similar warfare for some time, too, making foraging hard. The logistics and the threat of being attacked on the march would have eroded much of his military force, possibly more so than a war for territory that promised some form of compensation for his less fanatical followers. There is High Llama Pass, a direct cut across the Nidan Mountains, which would have led to the establishment of a bridgehead in unknown territory in Bright Empire controlled lands far from any support. Granted, the attack across Kartolin Pass would have resulted in a similar tactical disadvantage, but it would have been a strike into the core of the enemy's lands, not into some backwater, promising only a few decisive battles to break the Bright Empire. The Ralian front would have remained contested, binding many of his allies and probably requiring a significant portion of his core followers to command the war efforts. Harmast came to Arkat's rescue in the Underworld, with a promise of allies rising up against the Bright Empire if he would lead the core and some of the bulk of his army in their lands. Arkat's push into Maniria would have resulted in another entrenched war without the pincer movement of the Hendriki and other allies of Harmast at Kaxtorplose and elsewhere. Arkat could lead his forces into Dragon Pass as liberators - still meeting resistance, but also meeting a huge array of future allies. The Fronelan route would have been viable if there had been a comparable support from that side, but Harmast's contribution to the Gbaji War led to the Manirian rather than the Fronelan route. Would Arkat have been able to muster a force comparable to the two armies (of trolls and Heortlings) emerging from Dragon Pass if he had gone to Fronela, or would that have resulted in little more than extending the front into another entrenched undecisive border war? Talor was in a similar position - without new allies, he could not jump his armies forward.
  21. Arkat didn't take the long way around as he never went through Fronela. As for Talor, well there appears to be a bad place in Charg. According to the Argan Argar Atlas, there is a place in Charg called Bleakland which may be connected to the profusion of Storm Bull worship there. The Entekosiad p70 mentions a place called Destarkos which lies in the west to Peloria and so could be related.
  22. I use it fairly straight. I changed (or supplemented) the magic system. I use the Maelstrom magick system and an adaptation of Spell Law (I've posted about each elsewhere on this forum), which allows for different magical traditions in different areas of Nehwon (my Nehwon gets more magical as you travel further south). Both these systems keep magic power fairly low for players. I use allegiance straight, but I don't award Chaos points for every use of magic, just for Chaotic uses. I've had one PC attain apotheosis for Law and one for Chaos. The Law one I let him reclaim some land from the Quarmall Barrens (equivalent of the Weeping Waste) and the Chaos one swore allegiance to Hecate and is on the way to becoming an NPC sorcerer villain. In a recent campaign I pasted the Gloranthan Zola Fel river down on the southern Lankhmar continent between Klesh and the Quarmall Barrens. It worked out fine except that a couple of RQ3 NPCs became PCs and their magic is relatively overpowered compared to everyone else (doesn't really matter though). As for published stuff, I have the TSR Lankhmar supplement, all three of the Mongoose books (Lankhmar Unleashed is basically a combination of the first two though the adventures are different) and some Savage Worlds supplements. I don't think Mongoose released more than that for Lankhmar. I have been running bits of the Mongoose Swords across Nehwon and Swords against Sorcery. Neither are particularly good as a campaign but each has bits which can be cherry-picked. Most of my campaigns have not been in Lankhmar proper but in various parts of Nehwon. The best published adventure for Nehwon I've seen was the AD&D one called, appropriately, Nehwon, by Blake Mobley. It consists of a lot of mini-quests to notable locations in Nehwon. I think it mostly manages to avoid having Sheelba™, Ningauble™, Fafhrd™ and the Gray Mouser™ in every adventure -- an achievement beyond most other Lankhmar adventure writers apparently. Trivia fact: Lankhmar was going to be published by Chaosium instead of TSR back in the 80s. Fritz Leiber may have (accidentally?) licensed both companies. Greg Stafford didn't want to sue Leiber (or TSR) so he let TSR go for it. Source: Designers and Dragons by Shannon Appelcline, which I've been reading recently. Had Chaosium published it, we might all be playing there. Imagine the love Lankhmar could have got with a supplement like Cities, Carse, Pavis, or Tulan of the Isles I'm not expecting too much from the DCC project, though I am a backer and will read their material with interest. At least it seems they are taking the licence seriously.
  23. Tapir? Oh dear, I better take the tape off my girlfriends mouth!
  24. This is a good question that I've long wondered about. Attacking over that mountain pass never seemed sensible. I always wondered why the war between Arkat and Nysalor wasn't conducted in the Sweet Sea area?
  25. Actually, if we are REALLY LUCKY, the guy who developed the excellent RQ3 character sheets in the last few months MIGHT be persuaded to create RQG sheets. IF he is amenable to doing so, I will contact (Rick? MOB? Jeff? Todd? Not entirely sure which one, probably Rick) and see if they would be conducive to sharing the info he would need to make that happen so that when the game hits the market, Roll20 will already be up and running.
  26. What prevented Akemite forces from simply following the Janube up to proto-Worian and then striking at Dorastor from the north? The Talsardians may have blocked an initial thrust in that direction but by 450 they were allies. Also it goes without saying that there is no Ban in force at this time. Nonetheless first Arkat and then Talor takes the long way around, finally forcing Kartolin despite all precedent. Did Talor's dealings with the Bull and/or blue people mandate what looks like an extensive detour? Was Rist simply a hairier prospect than the unvanquishable fort? I have theories but crowd wisdom is surer. Bonus: does this shed additional light on Syranthir's unprecedented genius in daring to take his nation on a route his sainted predecessors refused to even consider?
  1. Load more activity