I don't know if it helps but I'm happy to do that for you at no charge (I do this for a living).
I just need the master files - it's a very simple process. I may have also seen some grammatical errors and there was a bullet list that missed the last item - probably got cut off in the design process (happens all the time). I admit i didn't make note of them but I look again to refresh my memory.
In other news, we start our game tomorrow!
Adam Brimmer
Creator of
Recent community posts
This has been both incredibly informative and fun to read!
Last followups.
1. So the clocks move in sequence, not at the same time - correct?
2. With the field clock full, Ailios describes him riding up to Luthais Gearr and demanding his surrender. Luthais refuses but offers to end the battle in single combat. The retinue is conflicted about how to proceed.
I wondered about this one when reading the book. If the NPC surrenders does the clock fill automatically and in the inverse - if their army is shattered but refuse surrender, what is the clock supposed to represent?
3. Is dealing with the fallout always about wraiths and perhaps collateral damage like fire etc? (I hadn't imagined the wraiths would appear so instantly until reading this, really does put more weight on the dangers of killing/murder). The book suggests the clock MUST be filled for the battle to be over, but earlier in this thread you said they can choose to ignore it (with consequence). Would that just be a mitigating of more fallout (in terms of Ire and Faction relationships)?
Thank you for taking the time, you should post that link on the KS section as well!
Hi, came here to ask a similar question. (Great game btw, I rarely sit down and read an RPG book from beginning to end before my intent to run it).
I would really love a better example of the battle sequence, in part because the language in the book implies all clocks need filling but don't showcase how a battle would be waged or which actions would affect said clocks. Also while the raising of levies and their quality would be an important part of the narrative, I am uncertain how to deploy these resources in play mechanically. I feel battles, however rare, would be quite pivotal and essential to the story, and a play-by-play example would really bolster my confidence in running these scenarios.
Keep doing what you're doing!