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Everything posted by soltakss

  1. No, Gloranthans cannot see into the future, the Compromise stops that. Now, if you were to break the Compromise, things might be different.
  2. Kralorela is not Mythic Cathay, so doesn't need to have any East Asian influences, really. I know that it has been portrayed as being like Cathay in the past, but that doesn;t mean it has to be the same in the future. In any case, I really dispute that you have to be from a culture to write RPG supplements about that culture. Doubly so if the RPG supplement isn't even about that culture, but is based on a mishmash of different ideas from different cultures.
  3. Hit Locations are an option under BRP, are they not? Yes they should and I missed those out.
  4. The gods are the same, but the Cult worships an Aspect of the God. The Elmal cult worships "Elmal the Thane" who served Orlanth. The yelmalio Cult worships "Yelmalio the Son of Yelm" and gets Sunspear as an Associate Cult. Yelm is not an Associate Cult of Elmal, as Elmal follows Yelm's rival and murderer.
  5. "May Yelm's Radiance light up your life." "And up yours."
  6. To be honest, I generally use RQ-style magic items. So, Spell Matricies that allow you to cast a spell without knowing it, permanent spells that are always on and cannot be dispelled, crystals that allow you to store magic points, enchantments that allow you to store magic points and so on. For Mythras-specific magic items, you might have binding enchantments that store Spirits that can be released, items that increase/decrease Passions, or items that give you mystical powers.
  7. Yeah, Plunder works well, if you downgrade the monetary values. I'd just use Lunars for Wheels, Clacks for Lunars and ignore Clacks. I am sure I did a D20D100 sheet for Treasure, using my extended Plunder rules, I'll have to dig it out and redo it for RQG. Basically it gives you a sheet, all you need to do is roll a D20 and a D100 to work out which row to use, then go across to the calculated TF range and it gives you the treasures. Much easier than generating them on the fly.
  8. Those were in the other thread, but I've edited them to fit with RQG.
  9. Ancestor Bundles DESCRIPTION: Ancestor Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All Ancestor Bundles contain at least one item sacred to the ancestor to be contacted, perhaps a piece of the ancestor's body or a picture of the ancestor or something owned by the ancestor during life. In more civilised areas, Ancestor Bundles may well take the form of icons or small shrines which would sit in the family shrine and allow the ancestor to be called. CULTS ASSOCIATED: Daka Fal, Shamanic cults ENEMY: Humakt, other Death Rune Cults HOSTILE: People who were hostile to the ancestor while alive KNOWLEDGE: Common, Shamanic. HISTORY: When Daka Fal taught people to contact those who had died and were part of their family, he also taught how to contact individual spirits more easily, so as to make it easier and less dangerous to contact these spirits. Thus were created the first Ancestor Bundles. PROCEDURE: Ancestor Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes an Ancestor Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. However, all Ancestor Bundles have to contain some kind of link to the ancestor, so a troll Ancestor Bundle may contain a finger of the ancestor, a lock of hair, a piece of cloth worn by the ancestor and so on. The cost of creating an Ancestor Bundle depends on the ritual used but is typically 1-3 POW. POWERS Ancestor Bundles enable easy contact with the ancestor specified in the creation of the Bundle. One need not know one's exact genealogy in order to summon this ancestor when using an Ancestor Bundle, all one needs to know is that one is a descendant. A Summon Ancestor spell is still required to summon forth the spirit and there is no chance that the wrong spirit will be called. The ancestor tied to the Ancestor Bundle is typically well-disposed to the user of the Bundle, subtract the user's POW from any reaction rolls which need to be made. Summoning Spirits which are not one's ancestors using these bundles is a bad move and cause the user's POW to be added to reaction rolls. Also, the only spirit which may be summoned is the spirit linked to the Bundle. This may be used to trap a spirit who is not one's ancestor. VALUE: Ancestor Bundles are worth a great deal to the descendants of the Spirit in question. Depending on the relative power and prestige of the ancestor, an Ancestor Bundle may sell for anything from 500L to 20000L. They may also be sold to enemies of the Ancestor for around half the amount. NOTES: Some Ancestor Bundles are extremely sought after. Any Bundle that ties to a Mistress Race Troll is valuable to the trolls as many trolls are descended from these beings. In places such as Prax and the Rubble, Ancestor Bundles may allow powerful ancestors to be summoned in times of war, in which case Bundles tied to mighty warriors or magicians are especially sought after. Some families will summon ancestors of rival clans using these Bundles and will then bind or destroy those ancestors to weaken their enemies.
  10. God Bundles DESCRIPTION: God Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All God Bundles contain at least one item sacred to the spirit to be contacted, perhaps a piece of flint to contact Orlanth or a raven feather to contact Raven. CULTS ASSOCIATED: Shamanic cults, the cult of the spirit to be contacted ENEMY: Enemies of the spirit to be contacted HOSTILE: Members of the cult of the spirit to be contacted who do not like outsiders gaining access to their spirit KNOWLEDGE: Common, Shamanic. HISTORY: When the Horned Man told his children how to contact the Spirits, some came to him and asked why they could not contact the deities who walked the world. The Horned Man thought a while and went to each deity in turn asking if they would allow worship by his followers. Most of the deities were greedy and wanted more worship with only a few refusing. Dayzatar was one who refused, as was Ourania Queen of Heaven. Those deities who refused may not be contacted with a God Bundle. The Horned Man then made the first God Bundles and taught the secret of their use and manufacture to his children. PROCEDURE: God Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a God Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, elven shamans will use plants and stones in the manufacture whereas praxian shamans may use bones, feathers and cloth, troll shamans may use bones, hair, cloth and polished stones and so on. However, all God Bundles have to contain some kind of link to the Spirit to be contacted. So, a Sun Hawk God Bundle may contain one of Sun Hawk's feathers, a stone with Sun Hawk's Runes written on it, a picture of Sun Hawk or a Sun Kiss flower. The cost of creating a God Bundle depends on the ritual used but is typically 1-3 POW. POWERS God Bundles may be used by anyone having the knowledge to use one. All Shamans are taught how to use God Bundles as part of their training. Some GMs may want to play that God Bundles may only be used by shamans of the same or related culture to that of the creator, so only Praxian shamans may use God Bundles created by a Praxian shaman. A God Bundle allows a shaman to contact a spirit in order to worship the spirit and to gain benefits from that direct worship. The Shaman must still discorporate and find the spirit to be worshipped, then must persuade the spirit to allow the worship as per normal shaman rules, but the God Bundle allows this to occur. Most shamans cannot contact spirits for individual worship without a God Bundle of some kind. As shamans generally only know how to create God Bundles for the spirits they normally contact, finding a God Bundle of a new spirit is important as they can now attempt to contact the new spirit. Shamans typically have many God Bundles, one for each of the Spirits they worship. They are often jealous of these God Bundles as if they lose a particular bundle they will not be able to contact the Spirit and may no longer regain the use of the Spirit's Divine Magic nor may they sacrifice for more Divine Magic until the Bundle is restored or a new one created. VALUE: Typically, a God Bundle is worth a great deal to a shaman, especially if it is one he does not possess or for a spirit which he wishes to contact. God Bundles are typically sold for 4 points of Spirit Magic, or maybe up to 8 points for rare or important spirits.
  11. Spirit Weapons DESCRIPTION: Spirit Weapons are typically small versions of real weapons, maybe a painted shield or ceremonial spear. They are often decorated with tassels, feathers, stones or engravings, carvings or painting. They may well take the form of non-weapons, such as musical instruments or images of powerful people. CULTS ASSOCIATED: Daka Fal, Shamanic cults KNOWLEDGE: Common, Shamanic. HISTORY: The Horned Man gave his children many weapons in order to protect against Spirits. The secret of how to make them was passed down amongst the shamans until every shaman in the world knew. PROCEDURE: Spirit Weapons are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a Spirit Weapon using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. The cost of creating a Spirit Weapon depends on the ritual used and the powers gained, but is typically 1-3 POW. POWERS Spirit Weapons must be used correctly for their powers to work. Thus, drums must be played, rattles must be shaken, pipes blown, spears and shields wielded. They are, of course, designed to look silly while being used. While the user performs the activity he gains the benefits of the Spirit Weapon. If he stops then the abilities are lost until the activities start up again. A Shaman will use these weapons during his Discorporation ritual and can then use them while discorporate, as long as he continues to perform the required activity. Spirit Weapons have varying effects when used, depending on the powers of the individual items. Some sample weapons are listed below: Spear - Increases Spirit Combat Damage by a variable amount, e.g. 1D6 or 2D6 Shield - Allows you to reduce damage taklen in Spirit Combat by 1D3 Drums - Add 1D3 ro the effective POW to all friends in Spirit Combat within earshot Pipes - All unintelligent Spirits within earshot will try to move towards the player to listen to the music. Net - When thrown over a Discorporate Spirit in Spirit Combat, prevents the spirit from disengaging. The combat can only end with the spirit bound or the opponent reduced to 0 MPs and possessed or captured. Rattle - Doubles damage inflicted on Disease Spirits fought. Bull Roarer - Doubles the user's POW for the purposes of determining Spirit Combat results VALUE Spirit Weapons have variable powers and this determines their value. Weapons with minor effects may be worth 100L, those with major powers anything up to 1,000L. Weapons which affect groups or areas are worth more than those which affect individuals.
  12. Moon Swords DESCRIPTION: Ornate two-handed scimitars made from a red metal. Moonswords glow with a faint red sheen which waxes and wanes with the phases of the moon, when the Red Moon is dark the sword does not glow, when full it glows almost as brightly as a Light spell. CULTS ASSOCIATED: Yanafal Tarnils, Red Emperor, Red Goddess, Lunar Cults ENEMY: Orlanth, Storm Bull, Moon-hating cults HISTORY: There are many demigods serving the Red Goddess and the Red Emperor on the Red Moon. One of these is a master smith who makes magical weapons for the court. After several HeroQuests he came back with the knowledge required to make the Moon Swords. For the past 40 years or so he has been making Moon Swords at a rate of one per year. The process takes so long because the Smith must refine Moon Rock in order to create the Moon Metal used to make the Sword. Moon Swords are given as gifts by the Red Emperor to those he feels worthy. It is known that Jar-Eel carries two one-handed versions, the Red Emperor has a Moon Sword but never uses it, the High Priest of the Crimson Bat has a Moon Sword as does Jar-Eel, the head of the Bloodspillers cult, whose Moon Swords are one handed and she carries two of them. PROCEDURE: The only way to gain a Moon Sword is by sucking up to the Red Emperor to the extent that he will gift you with one. Generally, only Lunar Heroes or important religious of political figures may be given Moon Swords. As Moon Swords only work for their owner they may not be gained through conquest. POWERS Moon Swords share many of the properties of Scarlet Scimitars with which they have much in common. The Scimitar has the same AP as an iron scimitar and acts as a runic weapon. The owner may cast a Truesword on the sword once per day except when the Moon is Dark. This spell is provided by the sword itself. On days of the Full Moon, this spell lasts for 1 hour. On command, the Moon Sword will glow a bright red, illuminating an area of 50m diameter. A Moon Sword does special damage, depending on the Phase of the Moon. The scimitar does 1D8 + 1 on Dark Days, 2D8 + 1 on Crescent Moons, 3D8 + 1 on Half Moons and 4D8 + 1 on Full Moons. Once per week the owner of a Moon Sword may call forth a Lune from the Sword. On a Dark Moon, no Lune will come, on a Crescent Moon you can summon a Small Lune, a Medium Lune on a half Moon and a Large Lune on a Full Moon. This Lune will remain summoned for 1 minute on a Crescent Moon Day, 5 minutes on a Half Moon Day and 15 minutes on a Full Moon Day. The Lune must be commanded as usual with Command spells which the Sword does not supply. Once summoned, a lune may not be resummoned until the next Full Moon. Within the Glow Line or within a Glow Spot, the Moon Sword will function as if the Moon were Full. This makes them extremely powerful within the Empire proper. The Truesword spell affects the Sword fully, doubling the sword damage. This doubles with a Slash and is compatible with Gifts that cause damage to be doubled against certain foes. VALUE: A Moon Sword is priceless to its original owner. If he loses the Moon Sword, it is a matter of honour to regain it. In this case, the owner will generally pay up to 10,000L to regain the Sword but would be just as likely to try and take the Sword by force. As trophies, Moon Swords are worth around 1,000L. NOTES Two-Handed Scimitars Moon Swords, with the exception of those wielded by Jar-Eel, are 2 Handed scimitars. These are seldom used, even in Lunar areas, as most Lunars use the standard 1 Handed scimitar. Here are the statistics for a 2H Scimitar. Type Sword, 2H Name: Great Scimitar STR 11 DEX 13 Damage 2D6 + 2 HP 12 Cost 150L ENC 1.5 Length (Range) 1.4 SR 2 Basic 10 5-25% 400L 0-50% 800L 51-75% 1200L
  13. Thunder Arrows DESCRIPTION: Tin arrows with flint arrowheads. When activated, the arrowhead sparks as a Thunder Stone. CULTS ASSOCIATED: Orlanth ENEMY: Yelm, other Fire/Sky cults KNOWLEDGE: Cult Secret, Few HISTORY: When Orlanth killed Yelm during the God Time he picked up the objects that Yelm left behind with him as spoils of victory. Some of these objects were the golden arrows that Yelm had fired at him. Orlanth filled these with his own power and transformed them into Thunder Arrows. During the First Age, many followers of Orlanth HeroQuested and travelled back to his victory over Yelm. There they found the method to create Thunder Arrows. PROCEDURE: The Thunder Arrow variant of the "Orlanth Slays Yelm" HeroQuest is available from many Orlanth Great Temples. A determined Orlanthi Wind Lord should be able to locate the HeroQuest by travelling around the Temples. To create the Thunder Arrows, the Orlanthi must perform the "Orlanth Slays Yelm" HeroQuest and must take one or more of the arrows fired at him during the fight. If no arrows were fired at him, he may not create Thunder Arrows. He must then use the Create Thunder Arrow spell on each arrow to create a Thunder Arrow. A member of the Thunder Arrow Magic Weapons Subcult may use Thunder Arrows created by another member by sacrificing 1 POW per point of the Thunder Arrow. POWERS: A Thunder Arrow acts as a ThunderStone when fired at an enemy. For each point of the Thunder Arrow the Thunder Arrow does 1D6 MP and 1D6 General HP damage to the target. The damage is blocked as normal Thunder Stone. Once used, the Thunder Arrow is de-activated and must be re-activated using the Bless Thunder Arrow spell. VALUE: Thunder Arrows will sell for 100L per point in the Thunder Arrow. NOTES Thunder Arrows have several advantages over normal ThunderStone. They have a longer range and are easier to use, most Wind Lords being more proficient with a bow than with throwing rocks. Thunder Arrows are re-chargeable and may be reused. Thunder Arrows are also more expensive to create and may only be created at the culmination of a HeroQuest. They may only be re-charged and created by members of a small Magic Weapon Subcult of Orlanth which is only found in certain Great Temples. The following spells are available from a Thunder Arrow magic weapon subcult whose members only include those who have successfully performed the "Orlanth Slays Yelm" HeroQuest. Create Thunder Arrow (Stackable, 1 Use, Permanent, Ritual Enchant) This spell may only be cast at the culmination of the "Orlanth Slays Yelm" HeroQuest by the Orlanth of the HeroQuest. The caster must have collected arrows fired at him by Yelm during the Quest. He then casts the spell and attempts the Enchant roll. If the roll is successful, he loses 1 POW per point of spell and enchants the Thunder Arrow. In any case, he uses the spell and must re-sacrifice if he wants to create more in the future. The Thunder Arrow created will act as a Thunder Stone when fired as detailed above. Bless Thunder Arrow (3 point, Reusable, Permanent) This reactivates a Thunder Arrow, the caster must be able to touch the Thunder Arrow and it becomes energised with Orlanth's power.
  14. Wakboth's Teeth DESCRIPTION A mottled grey fang, in its raw state. A mottled grey weapon, normally a spear, sword or dagger, in its attuned state. CULTS ASSOCIATED: Cacodemon, Primal Chaos, FRIENDLY: Other Chaos Cults ENEMY: Storm Bull HOSTILE: Other Chaos Fighters KNOWLEDGE Cult Special, Uncommon HISTORY When Wakboth fought Storm Bull in Prax, he was crushed by the Block and his remains were mashed far into the ground. Much of his body was destroyed, but some remained relatively intact. Some of Wakboth's Teeth were broken into pieces which still retained some of their powers. A Cacodemon HeroQuestor, known only as Dag the Krjalk, quested towards the end of the First Age in order to uncover some of the secrets of his deity, Cacodemon. As Cacodemon was born from Wakboth's Death, he Quested to the Block and descended beneath it, finding Wakboth's Skull and returning with one of Wakboth's Teeth. He managed to evade the Uroxi and made the HeroQuest known to others. Since then, many creatures of Chaos have tried to find one of Wakboth's Teeth, but most have failed, sometimes killed by the Uroxi near the Block, sometimes by the Chaos beneath the Block and sometimes through attuning the Teeth. PROCEDURE There are two ways of gaining one of Wakboth's Teeth, through HeroQuest or by liberating one from its current owner. The HeroQuest is available through certain Temples of Cacodemon or through the Cult of Dag the Krjalk who may be contacted in the Footprint, Snake Pipe Hollow, the Marsh, the Tunnelled Hills and beneath the Block. It is extremely dangerous and will be detailed here in the future. It involves going to the Block, entering the Caves below, locating the remains of Wakboth's Head, finding a Tooth or fragment, controlling and binding the Tooth and returning to the normal world. Taking a Tooth of Wakboth from its current owner seems simpler, but when it is borne in mind that the current owner probably survived the above HeroQuest and has one of Wakboth's Teeth as a weapon, the task suddenly appears somewhat more difficult. To attune the Tooth, match POW vs a POW of 3D6 + 6, rolled each time the Tooth is attuned. The attuner loses 1D10 POW when he attempts to attune the Tooth, regardless of success. If the attuning is successful, the attuner gains the Chaos Feature "Appears Extremely Dangerous" and may use the powers of the Tooth. If the attuning fails, the attuner gains the Chaos Feature "Appears Harmless" and may not touch the Tooth, otherwise he suffers the effects of being damaged by the Tooth when a location touches the Tooth. POWERS Once attuned, the Tooth takes on the appearance of a weapon of the user's choice. If the Tooth is complete, it may take on the form of any size weapon. Otherwise, the Tooth may only take on the form of a weapon of the correct size (ENC). Incisors are ENC 10, Canines are ENC 6, Pre-Molars are ENC 15 and Molars are ENC 20. Fragments of the Teeth will retain the Powers but will be smaller. When a Tooth is wielded in battle, calculate damage normally, but if the Tooth penetrates armour it does a special type of damage. Match the wielder's MP vs the target's MP. If the roll fails, no damage is done. If the roll succeeds the location struck is turned into Chaos Slime (cf Plunder) and destroyed. If a limb or other non-vital location is destroyed, it may be restored through Divine Intervention or Regrow Limb.. If the location is vital, the target is dead and may only be restored through Divine Intervention- Resurrection will not work. Cure Chaos Wound will halve the time taken to regrow a limb and will halve the POW lost through Divine Intervention to restore a location. A Tooth of Wakboth can be used to parry normally, with Armour Points equal to its POW. It does not take damage from Runic or Magic weapons, but takes normal damage from Truestone weapons and double damage from Adamant weapons. VALUE As a generator of Chaos Slime, this is invaluable. As a Weapon, it is unequalled. To Chaos creatures it is priceless, to enemies it will be gained at any cost. For these reasons, it is impossible to put a price on Wakboth's Teeth.
  15. Duck Masks Description: Full-sized masks in the form of Duck faces, made of various materials and of various degrees of realism. Cults Associated: Ducks, Humakt Enemy: Delecti's Horde Knowledge: Common amongst ducks and Delecti's forces, uncommon elsewhere. History: When Delecti created the Upland Marsh he extended his protection to all the inhabitants of the area. These included Ducks who lived in harmony and safety within Delecti's Realm. All of Delecti's army were programmed not to attack Ducks unless they were specifically ordered to. This meant that the Ducks were safe from all the mindless zombies and skeletons of the army. When the Lismelder tribe became duck friends some tried to live in the Upland Marsh but were attacked by Delecti's patrols. A wise duck craftsman found the solution when he created the first Duck Masks. The secret has been handed down amongst the Ducks and those Lismelder tribes people living in the Upland Marsh. Procedure: Make a mask out of wood, metal, cloth or any other available material. Paint it to look like a Duck and put it on. Powers: A Duck Mask allows the wearer to pretend to be a Duck, allowing them free passage through the Upland Marsh. This works because zombies, skeletons and other undead do not recognise the difference between real ducks and people wearing Duck Masks. It is known that Vampires and Mummies do not attack people wearing Duck Masks, but nobody knows whether the masks work against them or whether they are just humouring the silly mortals. What is known is that people wearing Duck Masks who ambush Delecti's patrols often disappear. People wearing Duck Masks can pass the Humakti defences of any Duck Tower without a problem, unless they are Undead. Delecti uses this property to explore Duck Towers with hired flunkies. Although there exist elaborate masks which are very lifelike, the Ducks know that extremely primitive masks still work. Therefore, even simply carved wooden masks painted in a Duck face will protect the wearer from Delecti's Hordes. Value: A Duck Mask is typically worth 20L to travellers within the Upland Marsh. However, enterprising Ducks may be able to charge a lot more for a more realistic Mask .
  16. We pretty much do away with having to have a focus. It adds nothing to the game and can be a real pain. Most PCs will have a focus on a ring, armband, pair of shoes and so on, just in case they lose one or more of them. Brave ones will have them incorporated in different tattoos, hoping that they aren't all ripped off.
  17. Trollkin can eat anything, Eurmali can swallow anything. However, Swallow allows a Trollkin to swallow something gar bigger than normal. It just saves time and effort. Also, when a Trollkin swallows a prize bull, leaving nothing behind, everyone will be surprised and the Trollkin could just walk away. If the Trollkin had eaten the bull normally, it would be bloated and fat.
  18. Personally, I wouldn't bother, and I am a ig fan of HeroQuest. Instead, I'd use those aspects of HeroQuest The Game that you think would work better for an actual HeroQuest and bring them into play in RQG. So, for example, if you think that Extended Contests would work well on a HeroQuest, just port them into RQG. It does, and it doesn't. You can still use the concepts of HeroQuest the Game on a HeroQuest. For example, in RQG, casting Bladesharp gives you a particular effect, as does casting Lie. However, on a HeroQuest, you could equally well just use Bladesharp or Lie as effects, in the same way that someone with Keywords with Breakouts of Bladesharp and Lie could. In other words, you have more of a Narrative session when on a HeroQuest. using Jumping to jump over a chasm that would normally be impossible is OK on a HeroQuest, no matter what the actual rules for the Jumping spell may be. For me, HeroQuest the Game has several things that make it really good: It is scalable, it is Narrative and rules are simply guidelines to help the story along. With the exception of scalability, the same things could be introduced in a RQG game quite easily.
  19. I'd like to see an official version of the Valkyrie. Ir would be interesting to see how it works in Glorantha.
  20. How would they know? Divination cannot predict the future, in fact is is specifically unable to predict the future.
  21. It was a joke. Sorry if that needs to be explained. Should I put smileys on posts so you understand?
  22. In case anyone takes offence at this, I meant nice as in "You both have a huge amount of Gloranthan knowledge and can be very detailed in your arguments, so it's good to see such discussions".
  23. Peter, I am sorry if you think that I have made up lies about you. That has never been my intention. I am confused as to what lies you think I have made up about you. If you could point them out them I can clarify them or withdraw anything that is not accurate. Differences of opinion or disagreeing with what people have said is not, as far as I know, lying, but I suppose it is a matter of perspective.
  24. Oh he did, but extremely badly.
  25. Nah, Delecti isn't a vampire and inhabits a corpse, so doesn't need to breathe. The Upland Marsh might not survive, through. His vampires need to get out of there quickly, perhaps by getting into boats. All the other undead should be fine and the Zombie Killer Whale would have a wonderful time.
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