Monday, August 12, 2019

From the Vault: E-Dawn 12


E-Dawn Volume 12: December 2004 Edition

Spoiler Alert: This journal contains spoilers for the Living Room Games adventure Barsaive in Chaos.
               

PC RECAP


To Strain Against the Shackles


Veltom 17th, 1519 TH
16/2 1076 TE

The name is Mareth. You want a last name? Too bad. Thief adepts don’t give out last names. I found out that journals could be worth a lot of money when Kirk turned his in, but that’s not why I am writing this. The reason I’ve decided to start writing a journal is that my sister, Marissa, has recently been initiated into the troubadour discipline. But my sister is but recently turned 14, and she cannot yet adventure. So I’ve been giving her the details of my adventures by word of mouth, but she wanted me to write them down for her in my own hand, as it is more “authentic” that way, rather than her dictating my adventures from my memory. Not that I understand what that is supposed to mean, but since I am adventuring to support her and myself, I will consider this one more source of income to keep us going. Why do I have to support my sister? My mother died shortly after Marissa was born, and my father died of heartbreak a few years after. Ever since then, I’ve been taking care of my little sister. I even became a thief adept to steal food and water vouchers to keep us alive. So why am I traveling with these adventurers? When the town bullies tried to rape my sister, using the chaos of civil war in Kaer Cellesis as a shield for their heinous acts, they helped me save her from that fate. I am indebted to them for reason, and I am after Khan for him attempting to kidnap my sister.

We have been going southwest towards Cara Fahd for a while. Today, we killed some troll warriors of the Blood Circle. I still don’t understand why we decided to travel to Cara Fahd by the way of Ustrect, when the Liaj Jungle provides much more cover from airships. If a Blood Circle drakkar spots us we are as good as gone. 

Veltom 18th, 1519 TH
16/3 1076 TE

We spotted an ork caravan stopped on the road. A broken wheel had one of the wagon’s progress completely halted. We asked the ork where he was headed. He told us his name was Threash, an ork warrior who was attempting to unite ork families who were separated because of the war with the Therans and the Legion of Damnation. He told us of a despicable ork called Toke Heartfire who lived in Bartertown, whom he had tried to reunite with his kids, and the ork refused to see his own children! In the wagon, were a group of ork women and children en-route to be reunited with their husbands and fathers.  We asked what we could do to help. Threash said that we could get some wood to repair the wheel in the forests of Ustrect. We went there to get the wood and were attacked by adolescent Genhis. After defeating them, we got the wood and came back to repair the wheel. We joined the caravan for mutual protection, heading southwest.

Veltom 24th, 1519 TH
17/4 1076 TE

An uneventful journey was interrupted when the caravan came under attack by Broken Fang ork scorchers. Threash can really fight, and we defeated them easily by using spears to set against their charges. 

Veltom 25th, 1519 TH
17/5 1076 TE

The border of Cara Fahd is a day away. Threash tells me that Asok’s Armbreakers is doing a good job of border patrolling; this area almost always had bandits in it previously. Good to know that this broken countryside is a bad place to try and hide out in.

Veltom 26th, 1519 TH
18/1 1076 TE

Vutta’s Pick Gap stands before us. A canyon that does indeed look like a giant pickaxe leads to Claw Ridge. We travel through the valley and get into a line for inspection by the border guards of Asok’s Armbreakers. There is a disturbance up ahead, as a merchant refuses to pay some sort of tax. Vivit Vain goes up to see what is going on. Apparently, a merchant named Walin doesn’t have permission from his master, an ork merchant called Ralvestra, to pay the tax with the goods he is carrying. Para works out an agreement for him to go to Claw Ridge and come back with Ralvestra to settle the dispute. He returns with the merchant and he pays the tax. We are traveling through the gap with Walin and Threash, when troll sky raiders from the Ironmonger moot attack us; we save the merchant’s goods and defeat the trolls. As a reward, Ralvestra asks us to come to a party the next day late at night. We stay the night at Ralvestra’s inn. 

Veltom 27th, 1519 TH
18/2 1076 TE

We do some shopping for gear at the town of Claw Ridge, and then head to the party that night. In front of Ravelstra’s house there are giant fire pits with Thundra Beast legs rotating on spits, tables, chairs, and benches, and barrels of hurlg everywhere. Several groups are gambling, drinking, tattooing, wrestling, and performing all over. I gravitate to the gamblers. An ork merchant named Phaergus One-Eye is cheating at a dice game with some stupid Throal merchants, I see Para and Vivit go up and to him and lose some money. Guess I should warn them, but this is what they get for forgetting to pay me. Vivit gets really drunk off of some peach wine and hurlg that Phaergus shared with them and ends up with an awful tattoo of a forest with a V through it on his back at the hands of some Broken Fang tattoo artists. Para ends up taking a mission from Ralvestra. A simple courier mission, worth 100 silver pieces now, 100 silver pieces later. An ork scout called Corella will guide us. Our job is to pick up a message in a place called Grimeye’s Crossing and then deliver it to Zarass Icethought. Para is warned by Phaergus not to take the job, but he doesn’t listen to him. What happened to Kirk and Spock? Both had some hurlg and went to bed with an ork waitress at the party.

Veltom 28th, 1519 TH
18/3 1076 TE

We meet up with Corella and Ralvestra in the morning and Ralvestra pays us each 100 silver pieces, and tells us to follow Corella to Grimeye’s Crossing, we followed her going south.

Charassa 2nd, 1519 TH
19/2 1076 TE

We arrived at Grimeye’s Crossing. A bridge was the only way over a river to get to the place. Worse, two towers with ballistae were pointed squarely at us, and human guards gave us menacing looks. Corella and Spock seemed to be in the crosshairs of the gunner’s sights. We were forced to pay a toll, one silver pieces for Name-Givers, and two for beasts, which including orks. Corella begrudgingly paid the toll for us, and we entered the town. Apparently, this town was a major battle point in the Cara Fahd and Thera battle, and later some Landis humans had come in and taken the place from the orks as the Therans pushed them north. A town surrounded by their enemies, no wonder they are so paranoid. We traveled through the very poor city, made of nothing but shanties and tents, before coming to our contact. Our contact was a Theran named Sherik, an alchemist who had several strange pets as well as two troll guards from Vasgothia named Targas and Hakon Vurkkisson, twins with mirrored horns. Sherik told us he would have the message written up by morning and told us to camp outside. We did so, but I had Kirk distract the guards, while Spock and I searched the alchemist’s shanty. We turned up some documents that may be of interest to the Cara Fahd, especially Cara Fahd’s leader, Gertrude Hatespitter.

Charassa 3rd, 1519 TH
19/3 1076 TE

In the morning, Sherik gave us the package, and we headed east from Grimeye’s Crossing towards the capital of Cara Fahd, Wurchaz, and the last place Zarass Icethought was seen at.

Charassa 5th, 1519 TH
19/5 1076 TE

We arrived at the capital of Cara Fahd, Wurchaz. An imposing place, it was a city aboveground that was almost as big as a Kaer. We stayed for a day and purchased some more items for our journey. Meanwhile, Corella found out that Zarass Icethought had gone out yet again to look for the ancient Cara Fahd capital of Kyresh. She had been seen leaving south from the city.

Charassa 6th, 1519 TH
20/1 1076 TE

We traveled south from Wurchaz to try and find the trail of Zarass Icethought. We came upon a clearing in the dense jungle of Cara Fahd. There were signs of a battle here, an ambush. Bits and pieces of tattered armor, and shattered swords, as well as pools of blood, it was a sickening scene. Mounted cavalry had attacked another group here. We saw nine mounts or so, and attempted to track them. They led to dead ends within the thickets.  Para found a suspicious dart. He determined that it once contained a sleeping poison—keesra, and was used to knockout some of the victims of the ambush. We were able to ascertain that some of Zarass’ party may still be alive. That is when we saw a shrub move. Spock fired a warning arrow above the bush. A loud snort was returned, and then an ork voice, gruff and low, asked us what we were doing there. Kirk retorted back with the same question. The ork ignored it and continued his interrogation, asking what interest we had in Cara Fahd. Kirk responded that he had no interest in Cara Fahd and that we were doing a courier mission for some money. The man insulted us, calling us…”Some heroes”. To which Kirk said, “ I never said I was one.” The ork announced that his name was Scorn Earthscorch, and said that we were lucky that he and his men didn’t kill us where we stand, for our insults to his beloved Cara Fahd. He left us with a look of mixed sadness and rage that I will never forget. It is what the orks call gahad, and had he not swallowed it, I know for a fact he would have ordered his forty men to attack and have us all slaughtered. I may owe Kirk for saving my sister, but I will not be killed because of his stupidity. We need allies to hunt Khan in Cara Fahd, and instead the fool makes enemies. We later came to a river and lost the trail of our quarry.

Charassa 7th, 1519 TH
20/2 1076 TE

We continued south and east, eventually arriving at a Two-Fist tribe village bordering the South Hold Tribe, a collection of Cara Fahd non-orks, and free Landis humans. We asked around the town if they had seen anyone suspicious. An ork hunter reported that he had seen a group of humans heading northeast…towards South Hold Tribe Lands. We continued north and east and forded the river again.

Charassa 8th, 1519 TH
20/4 1076 TE

We met a group of Zarass Chargers, trying to save Zarass Icethought from her kidnappers. We decided to team up. Our job was to provide a distraction while the Zarass Chargers and Corella freed the hostages.

Charassa 9th, 1519 TH
20/4 1076 TE

We acted as a distraction, with Khan acting like he was interested in buying their hostages as slaves. The humans counted our number, six, and compared it to their own, seven, and then decided to jump us and take us as slaves. That’s when Khan charged in and attacked the leader, rather than deal with his cronies, and Corella and the Chargers swept in and rescued Zarass Icethought. We defeated the slavers and killed them to the last man. Something strange occurred. 4 of the humans turned into orks when we killed them. We also rescued two human slaves who said they were from the village of Genosh to the east. I wish Kirk hadn’t killed the leader. We could have taken him alive and maybe learned something about why they felt the need to kidnap Zarass Icethought and take her to the South Hold Tribe. Searching the area, we found a small sack embroidered with Corella on it. It had 600 silver pieces, our 100 silver pieces per person obviously. Spock told me her tracks went west towards Wurchaz.

Charassa 10th, 1519 TH
20/5 1076 TE

We traveled east, returning the two humans to their home village of Genosh, and giving them some silver to start over with. We rested at the inn.

Charassa 11th, 1519 TH
21/1 1076 TE

We decided to return to Wurchaz to plan our next move. We headed west. We met a man that filled me with dread. He was a pale pink-skinned elf, with his face contorted and shifted in all the wrong directions, wearing a black robe, and carrying a heavy Battle Axe. Spock whispered to me his name…Mestoph Nor. He had heard about him in Wurchaz, and none of it was good. The Nethermancer/Horror Stalker was obsessed with killing all Wormskulls. The man turned to face us, and immediately wanted to know why we were following him, as if he had eyes in the back of his head. Para explained that we were attempting to get to the Hammerhills and that we were passing through Cara Fahd to get there. Mestoph in turn told us that he was hunting a Named Wormskull called Khyrackus who lived in Vivane. He wondered if we might want to get to Vivane and bargain for transport up the Danaba River with the Undead Queen of Vivane, Twiceborn. Para and Vivit Vain said yes, and Kirk even offered to help defeat the Wormskull. Mestoph then looked us over, as if appraising us, and declared us too weak to aid him. Kirk then asked to train at Wurchaz and come with him after getting stronger. Mestoph Nor paused as if to consider and then agreed. We continued to Wurchaz, in the company of none other than the Wormskull Stalker himself.

Charassa 12th, 1519 TH
21/2 1076 TE

We arrived at Wurchaz. We trained for a week, and I advanced to Third Circle thief.

Charassa 19th, 1519 TH
22/4 1076 TE

We left Wurchaz, going east for four days overland.

Charassa 23rd, 1519 TH
23/3 1076 TE

Mestoph Nor paid for us to go to Parland by boat. Today we traveled southeast down the Greenheart River. We continued that way for two days before hitting the open Black Sea itself and traveling south for two days.

Charassa 27th, 1519 TH
24/2 1076 TE

On the Black Sea finally, strange creatures made of smoke attacked us. We defeated them, and then a voice came from the Black Sea itself, bubbling up to the surface with a gargling sound it said, “Vivit, through the child’s eyes, your path lies.” Kirk thinks Vivit got us attacked by smoke spirits or something. It is pretty obvious to me that only Spock and me are still sane in this party.

Charassa 28th, 1519 TH
24/3 1076 TE

We reached Parland and stayed the night.

Charassa 29th, 1519 TH
24/4 1076 TE

We traveled northwest to Lankgarden for three days, surprisingly making it there without incident.

Rua 2nd, 1519 TH
25/2 1076 TE

We arrived in Lankgarden. The town is well fortified, and is rapidly expanding, with construction all over the outskirts of town. Spock and I are leaving the party, and heading north through Landis and Cara Fahd to get back home to Kaer Cellesis. We have been gone far too long, and I am worried about my sister. We plan to use the information we stole to trade for information about Khan’s whereabouts while in Cara Fahd. I came on this mission to help save Para, Slate, and Brax’s Liferock, and gain my vengeance on Khan, not to fight a Wormskull, and probably get myself killed. I’d like to help Slate and Para, but as long as they listen to the likes of Kirk, Vivit Vane, and Mestoph Nor, there is nothing I can do to help them. Even Spock, a childhood friend of Kirk, is abandoning him. It is obvious that the party is going down the wrong path…

RUMORS


Krathis Gron died of natural causes about a month ago. The loss of the passions was the final straw, and she slowly wasted away. Gertrude Hatespitter is the new Queen of Cara Fahd, but few envy her new position. This country is on the verge of Civil and All-Out War.

The Bloodspears, Righteous Vipers, Asok’s Armbreakers, and the Hatespitters support Gertrude Hatespitter, of course. 

Charok Redhand, former leader of the Broken Fang tribe, supposedly died of natural causes. Most suspect his son, Tarjak Stormcloud, and his lover Treggs Heatsky as being the real murderers, but there is no proof. Under Tarjak’s leadership, the Broken Fangs absorbed the remnants of the Fists of Fahd.

Bronze Eyes of the Metal Fist is dreadfully ill. He supposedly contracted the disease on the trip to Cara Fahd through the Servos Jungle, years ago. His advisor Palmer has gone to the Liaj Jungle to search for a cure. There are suspicions here as well that this is Tarjak Stormcloud, and Treggs Heatsky’s doing. If Bronze Eyes does die, a marriage of Tarjak Stormcloud and Treggs Heatsky would unite two of the strongest clans into one, and make them a major player for control of Cara Fahd if civil war does break out. The Metal Fists also absorbed the remnants of the Bronze Hand tribe.

The new capital of Cara Fahd is Wurchaz. The old capital is called Kyresh. Zarass Icethought has some items she found in an ancient tomb and a map, and is attempting to use them to find the old capital. Zarass Icethought has the allegiance of Zarass Chargers as well as the Elf Eaters.

Urkula is the home of Cara Fahd’s most famous librarians and library. The library is called the Hold of Wisdom. Supposedly, Ela Pono is head of the library, but Vanyk Auldsinger is an upstart apprentice. They clash sometimes. Their current book is called, “The Growth of Matriarchy in Cara Fahd.”

At Bludspurt, ancestral home of the Bloodspears, the Cara Fahd Navy has built an airship dock. Currently the Navy features “The Sledge”, under Torrig Swordbreaker, “The Buunda” under Churgarlg, and “The Botany Bay”, under a new captain called Khan, as well as two newly built, unnamed ships.

Scorn Earthscorch recently ended his long grief period for Krathis Gron, his ex-lover. He headed south towards Landis.

Sork Sorjinka returned to Travar to serve her master, Moltaa, once more as her champion for that magistrate of Travar.

When the Therans attacked Urkula during the Cara Fahd Campaign, they shot several ork kids to death. A Weaponsmith called Bogadan Tuskhammer was so enraged that he charged out of his shop with a Maul Hammer and fought like a brithan defending her cubs. He was joined in battle by the old constable of Urkula, Oddi Visen. They fought back to back, fighting off the Therans. They succumbed to their wounds, and died that day, but they bought enough time for the Metal Fist Cavalry to mount on a charge on the Theran positions, driving them back from Urkula, and saving the lives of countless women and children. Although, Bogadan was a greedy, Theran born merchant, it was obvious from his final moments of life, that he was a true ork. For their bravery, the town of Urkula created statues of their likeness and placed them to the left and right of the monument to The Seven Spokes erected by the heroes of Phoenix Forsaken, who defeated Betrayer and removed the curse of the Blades of Cara Fahd, and thus Cara Fahd itself. Gertrude Hatespitter was one of the Phoenix Forsaken, and that is why Krathis decided to take her under her wing as her heir apparent to the Throne of Wurchaz. What of the ork kids of Urkula? They grew up to be the warriors and protectors of Urkula. Others decided to travel the land as Bogadan had done, as adventurers. All recalled the tale of Phoenix Forsaken, and the Last Stand of Bogadan and Oddi.

The Thunderers remain in the employ of Throal, as well as Terath’s Chargers.

The Skull Whargs are diminished by the campaign of Drudge’s Slayers to wipe them out, but remain a threat in the greater Throal region.

The three players for Cara Fahd in the event of civil war are Gertrude Hatespitter, Zarass Icethought, and Treggs Heatsky. Of course, to rival Gertrude, Zarass must gain the prestige associated with finding Kyresh, and Treggs must unite her and her lover’s clans completely.

An Underground resistance group is supposedly forming in Cara Fahd. Mostly comprised of merchants and other malcontents fed up with the Yerz’rth or communal taxes started by Krathis Gron, and protesting those taxes. They seem to be commited to removing Gertrude Hatespitter as Queen of Cara Fahd, and her path of continuing Krathis Gron’s policies.

The Two-Fist Tribe is a pro-peace with ujnorts ork tribe that controls the lands near the South Hold Tribe. The South Hold Tribe is mostly made up of Cara Fahd ujnorts, especially dwarves, and Landis refugee humans who escaped north to Cara Fahd, by fleeing across the Greenheart River. They are mostly peaceful folk.

Grimeye’s Crossing is a town that sits on the southwestern edge of Cara Fahd. It consists of mainly Landis humans as well as refugees from Vivane Province. It is a military town flanked by its enemies in the orks of Cara Fahd and Theran-controlled Landis. It is a poor town controlled by a ruthless military, similar to Jerucz in temperament. There are some really seedy elements in Grimeye’s Crossing. I’ve heard rumors of Horror Cults within those walls.

Thera has made Lankgarden its base of operations in Barsaive. The new Airship Towers are not yet completed, but Thera is building a few smaller ones, rather than one large one, as if they learned of their mistake with Sky Point.

Twiceborn, Queen of the Undead owns Vivane. Undead controlled by her are supposedly “peaceful” and “friendly” undead. Although anyone who dares to trade with the undead is as likely horror-marked and as tainted as they are. A horror stalker group called Purity of the Flame is becoming active in Barsaive. Not content to kill only the horrors themselves, they’ll kill anyone for being horror-marked, or even coming in contact with the horrors. Purity of the Flame assassins supposedly lurk in Vivane’s outskirts to slay those that would make deals with horrors. I hear one of their agents in Bartertown called V’Dor Revanche killed a shopkeeper named Shaq-Fu Lou for being horror-marked. He has been locked up in the Slayer’s Prison pending trial. The radical group has vowed to free him.

Admiral Hartmallen, a former Theran Navy admiral, supposedly leads the undead of Sky Point in his Horrorship, a Theran Kila. A Horror Storm that hit there and never left, unlike the one that hit Vivane surrounds the whole place. Undead who follow Hartmallen are even more brutal than normal undead. His undead have spread far and wide attacking everything south of the Danaba River and north of the Stanchis River. Supposedly two of his armies march on the Hammerhills. They have made attacks on Ironcrook, Serendis, Ballaize, Jaroslavl, Rafrancher’s Claws, and Red Pot. The question to me is why attack the Hammerhills. Why not attack Vivane, Landis, Cara Fahd, and other countries with an all-out assault?

Iopos controlled Jerris is pumping out tons of ships for the Denairastans to use. Iopos spread southward, but were throttled back by the Therans at Jerucz. They were pushed back from the Heart Wood by Shosara and seem to have fully retreated from that front.
Their allies, House Ishkarat, own almost the entire North Reach of the Serpent River because of the betrayal of House Syrtis. Iopos has made major gains in Central Barsaive, especially near the Serpent River. Ork mercenaries from Throal and Kratas fight them heavily near the Tylon Mountains.  The big problems for further Iopos expansion are the major players. In the north, Shosara is making huge gains in the Heart Wood. In the south, the treaty between Cara Fahd and Thera has made it hard for Iopos to make gains. In the center, further Iopos expansion is opposed by the Kratas-Daiche alliance, the newly reformed House T’Kambras centered at the Spiral Towers and their Menkintown allies, as well as Bartertown and Throal.

Iopos didn’t anticipate the wood-longing. Almost all elves in northern Barsaive have come to the Heart Wood, and most central and southern elves are becoming affected by it, even some Theran elves. The elves fought like they were possessed to reach the healed Oak Heart. They cut through Denairastans and Syrtisians alike through raw numbers and passion. Many stayed to remake the Elven Court, and celebrate the reunion of the elves of Barsaive with the elves of Shosara.

House Syrtis is in ruin. They continue to attack the Heart Wood, and House Ishkarat attacks them on the river. If they don’t retreat from the Heart Wood soon, House Ishkarat will control the entire North Reach. The elves are still making their own boats. They know that they will have to battle House Ishkarat for control of the Mothingale River and the North Reach. They also have Scytha and Crusader’s Rest to worry about. Syrtis controls that region and has made it practically impossible to keep them supplied. The Heart Wood actually likes having the Horror Stalkers there as it keeps the Scythan horrors out of their woods. A treaty is in its draft stages between the Heart Wood and Throal to mutually defend this area, as many former Throal citizens have come under attack by Syrtis forces gone mad with bloodlust.

The Abyss continues to spew forth its foul corruption. Many Urupa and Aras Sea residents are fleeing the area. Many are leaving for Travar.

UNUSUAL RACE/DISCIPLINE COMBINATIONS 8


T’skrang Scout


Advantages: +1 dexterity helps on half their talents.  +1 toughness helps offset the 6/5 average Durability. The Scout gets nothing in the multiple attack department, so the racial tail attack is a huge help.

Disadvantages: No perception bonus is a disadvantage since this attribute is the primary one for the other half of the talents. No strength bonus and no damage increasing talents means the t’skrang Scout suffers from a low damage capacity, especially with the –2 Steps for using the tail attack and no Violent Thrust TK (Unless you become a Boatman/Scout).

Neutral: The charisma bonus can be helpful if the Scout loads up on charisma skills for use in the urban environment, but it is just not important to a wilderness scout. The lack of a willpower bonus isn’t all that detrimental to the discipline.

Attributes (66 purchase points):
DEX: 15+1=(16): 7/D12
STR: (13): 6/D10
TOU: 13+1=(14): 6/D10
PER: (16): 7/D12
WIL: (11): 5/D8
CHA: 10+1=(11): 5/D8

Commentary: A t’skrang Scout is an odd character choice. I don’t think I’ve ever seen it come up in my games. There are several approaches to creating such a character. One of the best combinations is the k’stulaami t’skrang Scout. Gifted with natural gliding ability, this allows for scouting advantages that only the windling Scout or Windscout surpass. A jungle t’skrang Scout is an interested choice, as this type of character is a valuable guide in the jungles and forests of Barsaive. An even weirder choice is a Pale One Scout. This is a superb choice for a party that spends a lot of time underground, either exploring underneath Barsaive through underground rivers, or a kaer diving adventuring group.  Note the racial advantages and disadvantages of a choice IMB. Beyond the usual t’skrang racial abilities, Pale Ones possess Lowlight vision, but take a –1 Step penalty to all tests outdoors. Normal t’skrang Scouts are possible, but require some background work. Obviously, Boatman are better Serpent River trackers, although a Boatman/Scout hybrid could be one of the better multi-discipline combinations, as they would be superb trackers of amphibian creatures and creatures living near water, making them sought after for their unique skills.  A normal t’skrang Scout needs some rationale as to why they’ve become a land-based guide, whereas the land-dwelling Jungle t’skrang have this rationale built in.

                Statistically, Scouts who improve their dexterity dramatically improve their combat prowess, and those that improve their perception dramatically improve their detection abilities. These are the highest priorities for most Scouts. By Seventh Circle having 19 or Step 8 in both these attributes by adding three points each will make the Scout extremely good at all of their talents. This also adds 1 to the Physical and Spell Defense Values, which are also important.

For skills, consider the four senses of Sight, Sound, Touch, and Taste. Combined with Karma on Perception and Enhanced Senses, this makes it extremely hard to surprise them. The other skills selected really depend on the type of Scout desired. Skills for urban use include Forgery, as well as charisma skills for Interaction Tests. Skills for wilderness use include Navigation, Read and Write Maps, Swimming, Great Leap, Riding, Botany, Creature Lore, etc.

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